Game interaction method, electronic equipment and computer readable storage medium
By adjusting the synergy attributes between virtual chess pieces in a virtual environment, the problem of fixed and unadjustable synergy attributes in existing technologies is solved, enabling strategic combat gameplay and enhancing the game's diversity and fun.
Patent Information
- Application Number
- CN202511862041.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-10
- Publication Date
- 2026-02-24
AI Technical Summary
The existing virtual chess piece synergy attributes cannot be adjusted according to the actual strategic needs of the game, resulting in monotonous gameplay and failing to meet players' demands for diverse gameplay, thus reducing the gaming experience.
By adjusting the synergy attributes between virtual chess pieces in a virtual scene, chess pieces can gain synergies with other chess pieces when preset association conditions are met, thereby enhancing the chess pieces' game behavior and realizing strategic combat gameplay.
It enhances the diversity and fun of game interaction, meets players' needs for diverse gameplay, and improves the game experience.
Smart Images

Figure CN121550677A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more specifically to a game interaction method, an electronic device, and a computer-readable storage medium. Background Technology
[0002] In auto chess games, players can place their virtual pieces (usually called "pieces") in the battle area on the board. After the game round begins, the game system automatically controls the virtual pieces of both sides in the battle area to fight each other and outputs the battle result.
[0003] In current games, virtual chess pieces are typically assigned different synergy attributes. These attributes are generally linked to the piece's appearance, faction affiliation, and functional role. During gameplay, players can select and combine virtual pieces with the same or related synergy attributes to trigger corresponding synergy buffs, enhancing their competitive advantage. However, existing virtual chess pieces can usually only be linked to and use their own preset fixed synergy attributes in battle. They cannot adjust these attributes according to the actual strategic needs of the game, resulting in a relatively monotonous gameplay experience that fails to meet players' demands for diverse gameplay and leads to a poor overall gaming experience. Summary of the Invention
[0004] This application provides a game interaction method, an electronic device, and a computer-readable storage medium, which enable players to adjust the synergy attributes of virtual chess pieces according to the actual game strategy requirements in the game, providing players with strategic combat gameplay, enhancing the fun of the game, meeting players' needs for diversified gameplay, and effectively improving players' game interaction experience.
[0005] In a first aspect, embodiments of this application provide a game interaction method, the method comprising: The graphical user interface corresponding to the first game account is displayed through the terminal device. The graphical user interface displays a virtual scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces that are ready to be deployed, and the preparation area is configured to place virtual chess pieces that are to be deployed. In response to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying a preset association condition, the first virtual chess piece is controlled to obtain a second synergy, wherein the second synergy is the synergy of the second virtual chess piece; The first virtual chess piece is controlled to perform game behaviors according to the synergy effects corresponding to the first synergy and / or the first target synergy, wherein the first target synergy is the synergy that the first virtual chess piece obtains from other virtual chess pieces, the first target synergy includes the second synergy, and the number of the first target synergy is one or more; the first synergy is the synergy initially configured for the first virtual chess piece.
[0006] Secondly, embodiments of this application provide a game interaction device, including: The display unit is used to display the graphical user interface corresponding to the first game account through a terminal device. The graphical user interface displays a virtual scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces that are ready to be deployed, and the preparation area is configured to place virtual chess pieces that are to be deployed. A response unit is configured to respond to a preset association condition being met between a first virtual chess piece and a second virtual chess piece in the virtual scene, and to control the first virtual chess piece to obtain the second synergy, wherein the second synergy is the synergy of the second virtual chess piece; The control unit is used to control the first virtual chess piece to perform game behavior according to the synergy effect corresponding to the first synergy and / or the first target synergy, wherein the first target synergy is the synergy that the first virtual chess piece obtains from other virtual chess pieces, the first target synergy includes the second synergy, and the number of the first target synergy is one or more; the first synergy is the synergy initially configured for the first virtual chess piece.
[0007] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loads instructions from the memory to execute the steps of any of the game interaction methods provided in embodiments of this application.
[0008] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the game interaction methods provided in embodiments of this application.
[0009] Fifthly, embodiments of this application also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game interaction methods provided in embodiments of this application.
[0010] The solution adopted in this application embodiment allows the first virtual piece to acquire the second synergy of the second virtual piece when the first and second virtual pieces meet preset association conditions. This enables the first virtual piece to perform game actions based on the synergy effects corresponding to the first and / or target synergies. This achieves the goal that virtual pieces can not only participate in game battles by associating with and using their own preset fixed synergy attributes, but also participate in game battles based on the synergy attributes of other virtual pieces. This allows players to adjust the synergy attributes of virtual pieces according to the actual game strategy requirements, providing players with strategic combat gameplay, enhancing the fun of the game, satisfying players' needs for diversified gameplay, and effectively improving the player's game interaction experience. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0012] Figure 1 This is a flowchart of the game interaction method for a turn-based chess game using virtual chess pieces provided in the embodiments of this application; Figure 2 This is a schematic diagram of the player selection interface provided in an embodiment of this application; Figure 3 This is a schematic diagram of the game interface provided in an embodiment of this application; Figure 4 This is a schematic diagram of the settlement interface provided in an embodiment of this application; Figure 5 This is a schematic diagram of a game interaction system provided in an embodiment of this application; Figure 6 This is a schematic flowchart of one embodiment of the game interaction method provided in this application. Figure 7 This is a schematic diagram of a scenario of the game interaction method provided in an embodiment of this application; Figure 8 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 9 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 10 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 11 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 12 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 13 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 14 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 15 This is another scenario illustration of the game interaction method provided in the embodiments of this application; Figure 16 This is a schematic diagram of the structure of the game interaction device provided in the embodiments of this application; Figure 17 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation
[0013] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.
[0014] This application provides a game interaction method, an electronic device, and a computer-readable storage medium. Specifically, this embodiment will be described from the perspective of a game interaction device, which can be integrated into an electronic device. That is, the game interaction method of this application embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.
[0015] The game interaction method provided in this application can be applied to game interaction systems. This game interaction system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.
[0016] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.
[0017] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0018] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of in-game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0019] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0020] To make the objectives, technical solutions, and advantages of this disclosure clearer, the embodiments of this disclosure will be described in further detail below with reference to the accompanying drawings.
[0021] First, the terms used in the embodiments of this disclosure will be introduced in an exemplary, non-definitive manner: Turn-based board games: These are board games where "pieces" are pre-arranged before the game begins, and during the game, the pieces automatically engage in combat based on this pre-arranged layout. "Pieces" are typically represented by character models, object models, vehicle models, card models, etc., and may be called heroes. During the game, pieces automatically release various skills or release them based on specific instructions (e.g., player control, fulfilling specific game conditions). Battles are usually turn-based. The losing side loses the turn when all of one player's pieces are eliminated (i.e., their pieces' health points drop to zero) or when specific conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the field is less than the other side's at the end of a preset time). In some embodiments, in addition to the "chess pieces" used in the game, each player has a virtual character (e.g., a player) representing the current user participating in the game. This player cannot move as a "chess piece" to the battle area or the preparation area. The player can, according to specific instructions (e.g., player control, fulfilling specific game conditions), release skills or provide buffs or debuffs to their own or their opponent's battle area or preparation area. Players can have health points (or life points), which decrease (in case of loss) or remain unchanged (in case of victory) based on the outcome of each game. When a player's health points reach zero, the user corresponding to that player exits the game, and the remaining users continue playing. Optionally, turn-based chess games include auto chess.
[0022] Generally, the higher the purchase price (cost) of a hero (chess piece), the stronger the hero. Buying 3 identical 1-star heroes will automatically combine them into 1 2-star hero; 3 2-star heroes will combine into 1 3-star hero. Star rating increases will significantly increase the hero's attributes and skill effects. The specific star rating and number of heroes to combine can be set according to needs, and this disclosure does not impose any restrictions on them.
[0023] Auto Chess: The game features eight, six, or other custom numbers of players, each occupying one or more areas on the board. Players can engage in one-on-one battles or one-on-many battles. Each game round consists of two phases: a preparation phase where players purchase pieces from the shop and arrange them on the board; and a battle phase where both sides lock their formations and the pieces automatically engage in combat until one side's pieces are all eliminated or certain conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces on the board is less than the opposing side's at the end of a preset time). The losing side loses the round and loses health points. Game rounds are repeated, with new opponents matched until a player's health is ≤0 or they are eliminated under certain conditions (e.g., a player's health is less than or equal to a preset value). The last remaining player wins the game (1st place). Alternatively, each player can eliminate other opponents by forming their own lineup. At the end of the game, the top few (e.g., the top 3) are considered winners, and those who do not make it into the top few are considered losers.
[0024] Chessboard: refers to the area in the game interface or match interface of a turn-based chess game used for preparing for and conducting the game. The chessboard can be any of the following: a two-dimensional virtual chessboard, a 2.5-dimensional virtual chessboard, and a three-dimensional virtual chessboard. This disclosure does not limit it.
[0025] A chessboard is typically divided into a playing area and a preparation area (or candidate piece pool). Furthermore, the chessboard may include other special functional areas. The playing area consists of several squares of equal size used to place pieces that will be used in the game; alternatively, the chessboard may not have specific squares. The preparation area includes several candidate piece positions for placing candidate pieces that will not participate in the game and can be placed there during the preparation phase.
[0026] Regarding the arrangement of the chess squares in the battle area, in some embodiments, the battle area includes n (rows) × m (columns) chess squares, illustratively, where n is an integer multiple of 2, and adjacent rows of chess squares are aligned, or adjacent rows of chess squares are staggered. Furthermore, the battle area is divided into two parts by rows: the player's battle area and the opponent's battle area. The participating users are located on the top and bottom sides of the battle interface, respectively, and during the preparation phase, users can only place chess pieces in their own battle area. In other embodiments, the battle area is divided into two parts by columns: the player's battle area and the opponent's battle area, respectively, and the participating users are located on the left and right sides or the top and bottom sides of the battle interface, respectively. The shape of the chess squares can be any of squares, rectangles, circles, or hexagons; this disclosure does not limit the shape of the chess squares.
[0027] Equipment: In auto chess games, each piece can typically equip multiple items (e.g., 3 items). Equipment provides attributes or effects such as attack power, defense, health, healing, penetration, and shields to the hero (piece). Auto chess games in related technologies often include a jungle element where players defeat jungle monsters to obtain equipment dropped by them, which they then add to their inventory. The equipment in this embodiment can also be purchased from a shop. Picked-up or purchased equipment will automatically appear in the equipment inventory.
[0028] A chess player is a virtual character controlled by the player. Each chess player possesses unique abilities that help the player better navigate the game. Players can control their chess player to collect loot, send emoticons, and so on. In turn-based chess games, the chess player's level increases as the game progresses. Optionally, there is a level cap for chess player levels. For example, at the start of a game, the chess player's level is 1, and as the game progresses, the level increases, remaining at level 9. The chess player's level determines the number of pieces that can be deployed (i.e., the number of pieces that can be placed in the battle area). For example, a level 1 player can deploy 1 piece, while a level 9 player can deploy a maximum of 9 pieces. Upgrading a chess player requires gold or experience. For instance, players receive a fixed 2 experience points each game round, and can also purchase experience points with gold. When the experience points reach the required threshold, the player can advance to the next level.
[0029] Synergy: This refers to the beneficial effects activated by deploying heroes (chess pieces) with specific attributes or classes. The strength of these synergy increases with the number of synergy stacks (the number of corresponding chess pieces deployed), and is crucial for team composition and victory. Therefore, by collecting and combining chess pieces with specific synergies, you can trigger synergy effects.
[0030] Figure 1 A flowchart illustrating a game interaction method for a turn-based board game provided in an exemplary embodiment of this disclosure is shown. This embodiment illustrates the method by way of execution by a terminal running a client that supports turn-based board games. The method includes: Step 110: Select the players to participate in this game.
[0031] During the player selection phase, before starting a game, players choose their desired player. Different players have different skills.
[0032] Examples such as Figure 2As shown, before starting a game, a player selection screen is displayed. This screen displays three selectable players on the left. Optionally, the player selected by the player (21) will be highlighted. Simultaneously, the character model of the selected player is displayed in the center of the screen, and the "lock" control (22) is unlocked. The players selected by other players are displayed on the right side of the player selection screen.
[0033] Optionally, a countdown timer for entering the game is displayed at the top left of the player selection interface. At the bottom of the player selection interface are buttons for sending text messages, turning speakers on / off, and turning microphones on / off. After the player selects a player, they can click the "Lock" control 22 to enter the preparation state. Once the countdown reaches zero, the game begins.
[0034] Step 120: Display the game's match interface.
[0035] refer to Figure 3 The game interface includes battle area 31 and preparation area 32.
[0036] The battle area 31 is used to place at least one friendly piece and at least one enemy piece participating in the battle. The battle area 31 includes multiple grids 311 arranged in an array, which are always displayed or only displayed at certain times. Optionally, the battle area 31 can be a two-dimensional or three-dimensional chessboard; this embodiment illustrates this by describing the battle area 31 as a three-dimensional chessboard viewed from above. In this document, a three-dimensional chessboard refers to a chessboard located in a three-dimensional environment, not necessarily that the chessboard itself is three-dimensional. In this embodiment, the battle area 31 is an area composed of eight rows of grids, each grid being a hexagonal square. The lower four rows of the battle area 31 are the player's battle area, where the player can place heroes and deploy formations; the upper four rows are the opponent's battle area, displaying the player's current opponent's lineup and positions.
[0037] The preparation area 32 is used to display heroes (pieces) held by the player but not yet placed on the board. Heroes displayed in the preparation area 32 include at least one of the following: heroes purchased by the player through the shop, heroes obtained through a draw, and heroes acquired through player skills. There is a maximum number of heroes that can be displayed in the preparation area 32, such as a maximum of nine; any excess heroes are automatically discarded or stored in the inventory. In some embodiments, the inventory can also be considered a preparation area.
[0038] Optionally, the order in which heroes are displayed in the preparation area 32 can be determined by at least one of the following factors: purchase time, hero type, number of copies of the same type of hero, number of copies of the same hero, and hero quality.
[0039] A single game in a turn-based board game includes multiple game phases, each phase comprising multiple game rounds. The number of rounds in each phase can be the same or different; for example, the first phase may contain 3 rounds, while other phases may each contain 7 rounds. Game rounds can be of various types, such as confrontation rounds, draft rounds, wild monster rounds, and draw rounds. Confrontation rounds and wild monster rounds may include a preparation phase (also called the preparation stage) and a confrontation phase (also called the confrontation stage). Of course, for a specific confrontation round, there may only be a confrontation stage without a preparation phase. For example, in the first confrontation round, the game can directly enter the confrontation stage, with the system automatically placing the initial pieces on the board for the player. Wild monster rounds may also exclude the preparation and confrontation phases, and can be set according to actual needs; this disclosure does not limit this. (Continue to refer to...) Figure 3 The game interface also includes a round countdown timer 33, which is located at the top center of the screen and displays the remaining time for the preparation phase (for operation) and the battle phase (auto-battle).
[0040] Optionally, the right side of the game interface also displays attribute information for the n players participating in the game. This attribute information includes at least one of the following: player nickname, player avatar, player health, and player level. An upgrade button 34 is displayed in the lower left corner of the game interface. Upgrade button 34 is used to upgrade a player's level to unlock higher-level pieces, abilities, and equipment.
[0041] Optionally, a "Lineup" control 35 is also displayed on the game interface. By clicking the "Lineup" control 35, lineups recommended by other players or edited by the player or the system can be displayed, such as "Popular Lineups".
[0042] Step 130: During the preparation phase, execute preparation operations relevant to your side.
[0043] Preparation operations include at least one of the following: adding your own pieces, removing your own pieces, upgrading your own pieces, equipping your own pieces with items, removing your own pieces from items, adding buffs to your own pieces, and deployment operations.
[0044] The deployment operation refers to the operation of moving one or more pieces held to the battle area. Illustratively, a deployment operation is the operation of dragging a selected piece towards the battle area. Alternatively, a deployment operation includes a first click operation and a second click operation, where the first click operation is clicking to select a piece, and the second click operation is clicking a square in the battle area. This disclosure does not limit the specific form of the deployment operation. In some embodiments, an intelligent deployment recommendation function can also be provided, which deploys pieces on behalf of the player in certain game rounds, such as intelligently deploying pieces to the battle area by the client for the first few game rounds for novice players.
[0045] The deployment operation targets at least one friendly piece that has participated in combat in at least one game round (including the current game round) or is in the preparation area. If the chessboard area is two-dimensional, the piece is also two-dimensional and is displayed as a two-dimensional icon or image; if the chessboard area is three-dimensional, the piece is also three-dimensional and is displayed as a three-dimensional model or image. Initially, there can be zero friendly pieces on the chessboard; players can add, remove, or replenish them.
[0046] When entering the preparation phase, the shop will automatically refresh. Players can also perform the following actions during the preparation phase: purchase chess pieces, synthesize equipment, refresh the shop, upgrade chess players, and adjust their own formation by observing the opponent's lineup and positioning.
[0047] During the preparation phase, each player prepares at least one of their own pieces on the board, while the opposing player prepares at least one of their own pieces in their designated area on the board.
[0048] Step 140: During the battle phase, display your pieces and the opponent's pieces automatically engaging in battle in the board area.
[0049] In each game round's combat phase, the automatic battle between friendly and enemy pieces on the board requires no manual player control. In other implementations, some active control can be provided, allowing players to manipulate pieces to execute specific game logic. The client or server automatically controls the battle based on factors such as the pieces' positions on the board, piece attributes, levels, skills, attributes, and synergistic enhancements between pieces, until all of one side's pieces are eliminated or specific conditions are met (e.g., the number of eliminated pieces reaches a preset value, or the number of surviving pieces is less than the opposing side's at the end of a preset time).
[0050] In certain game rounds, your pieces will fight against neutral monsters. Defeating these monsters will drop rewards such as equipment, gold, weapon forging tools, or consumables. This is an important source of basic equipment.
[0051] Step 150: Calculate your player's life points, and start the next round or end the current game based on those life points.
[0052] During the battle resolution phase, both the player and the opposing player have health points. At the end of the game round, the losing player (such as the chess player) will have a portion of their health points deducted. This deduction can be determined based on one or more elements such as the number of remaining pieces on the winning side, the winning side's level, and the current game phase, or it can be a fixed value; this embodiment does not limit this.
[0053] When your health points are reduced to zero, you are eliminated in this game.
[0054] If a player's health has not been reduced to zero, the next round of the game begins, and the player continues to fight against one of the n player objects until they are eliminated, or, as the last player not eliminated, wins the game.
[0055] Exemplary Reference Figure 4 The settlement interface displays the results of this game. This information includes player ranking, player name, the champion used by each player, their champion composition, the equipment equipped on their champions, and any activated synergies.
[0056] Please see Figure 5 , Figure 5 This is a schematic diagram of a game interaction system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. The user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases while different users are playing multiplayer games online.
[0057] This application provides a game interaction method, which can be executed by a terminal or a server. This application example illustrates the game interaction method executed by a terminal. The terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this example only uses a touchscreen display). The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When the user performs touch operations on the GUI using their finger, the GUI, upon detecting the touch operation, controls different virtual pieces in the game's GUI to perform actions corresponding to the touch operation.
[0058] It should be noted that, Figure 5 The schematic diagram of the game interaction system shown is merely an example. The game interaction system and scenario described in this application are for the purpose of more clearly illustrating the technical solutions of this application, and do not constitute a limitation on the technical solutions provided in this application. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application are also applicable to similar technical problems.
[0059] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
[0060] Please see Figure 6 , Figure 6 This is a flowchart illustrating a game interaction method provided in an embodiment of this application. The specific flow of the game interaction method can be as follows: steps 410 to 430, wherein: Step 410: Display the graphical user interface corresponding to the first game account through the terminal device. The graphical user interface displays a virtual scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces that are ready to be deployed, and the preparation area is configured to place virtual chess pieces that are to be deployed.
[0061] The game interaction method provided in this application embodiment can be applied to a target game, which may include an auto chess game (i.e., a turn-based chess game). In other words, an auto chess game may be a chess game in which "chess pieces" (i.e., virtual chess pieces) are laid out in advance before the game, and the "chess pieces" can automatically play against each other according to the pre-laid layout during the game.
[0062] In this embodiment, a graphical user interface (GUI) is provided via a terminal device. The GUI displays a virtual scene (or game scene) of the target game and a piece refresh area (i.e., a game shop). The virtual scene may include a battle area and a preparation area. The battle area includes at least one deployed virtual piece, which is configured with synergy attributes (i.e., synergies), a base level, and game attributes associated with the base level. Specifically, the battle area includes multiple battle positions (i.e., chess squares), which are configured to place chess pieces (i.e., virtual pieces) for battle. The preparation area is used to place candidate pieces that can be added to the battle area for battle.
[0063] The piece refresh area can include at least one candidate piece character (i.e., candidate virtual piece). Players can purchase candidate piece characters from the piece refresh area by spending virtual resources (such as gold coins) to obtain candidate piece characters for use in battle (i.e., virtual pieces). The candidate piece characters in the piece refresh area can be refreshed. In some embodiments, the piece refresh area can include multiple candidate piece characters, and these multiple candidate piece characters can be different pieces.
[0064] In some embodiments, the step of repeatedly refreshing the candidate chess piece characters in the object refresh area in response to a refresh event for the chess piece refresh area can be performed between two rounds of combat.
[0065] In auto chess games, the virtual scene can include a chessboard, which includes a battle area and a preparation area. The battle area can include several identical battle squares (i.e., the battle positions mentioned above), which are used to place pieces that will engage in battle during the game. The preparation area includes several candidate piece positions, which are used to place candidate pieces that will not participate in the battle during the game and can be placed in the battle area during the preparation phase.
[0066] Among them, chess piece characters can be chess pieces placed on the chessboard in the auto chess game, including combat chess piece characters (i.e., virtual chess pieces) and candidate chess piece characters in the candidate chess piece character list (i.e., candidate chess piece characters in the virtual shop). Combat chess piece characters include chess piece characters located in the combat area and chess piece characters located in the preparation area.
[0067] In some embodiments, "chess pieces" are typically represented by character models, object models, vehicle models, card models, etc. Candidate chess piece characters can be combined with existing chess piece characters in the game account to trigger beneficial battle effects, or they can participate in the game as chess piece characters on their own.
[0068] For example, please see Figure 7 The graphical user interface corresponding to the first game account is displayed through the terminal device. The graphical user interface displays a virtual scene, which includes a battle area and a preparation area. The battle area contains a first virtual chess piece and a second virtual chess piece.
[0069] Step 420: In response to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying the preset association conditions, control the first virtual chess piece to obtain the second synergy, wherein the second synergy is the synergy of the second virtual chess piece.
[0070] In this context, virtual pieces in a virtual scene can be deployed virtual pieces in the battle area, virtual pieces awaiting deployment in the preparation area, and / or candidate virtual pieces in the piece refresh area. For example, the first virtual piece can be a deployed virtual piece in the battle area, and the second virtual piece can be a deployed virtual piece in the battle area; or, for another example, the first virtual piece is a awaiting deployment virtual piece in the preparation area, and the second virtual piece can be a deployed virtual piece in the battle area; or, for yet another example, the first virtual piece is a deployed virtual piece in the battle area, and the second virtual piece is a awaiting deployment virtual piece in the preparation area, and so on. Many more examples will not be elaborated here.
[0071] In one embodiment, the first virtual piece gains synergy with other virtual pieces by releasing its target game skill. Only after the first virtual piece is deployed can it acquire synergy with a second virtual piece when preset association conditions are met.
[0072] In an optional implementation, the first virtual piece gains synergies with other virtual pieces by activating its first synergy. After the first virtual piece is deployed, this first synergy is activated, and then, when preset association conditions are met, the acquisition of synergies with second virtual pieces is controlled.
[0073] It should be noted that the second virtual piece must be a regular type virtual piece, such as a virtual piece in the target game excluding special summons.
[0074] In one embodiment, the step "responding to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying a preset association condition, controlling the first virtual chess piece to obtain the second synergy" includes: During the preparation phase of the current game round, in response to the association operation on the first virtual piece and the second virtual piece, the association relationship between the first virtual piece and the second virtual piece is established; In response to the second virtual piece triggering a target game event during the current game round's battle phase or in response to the end of the current game round's battle phase, control the first virtual piece to obtain the second synergy.
[0075] In this embodiment of the application, the second virtual chess piece is a virtual chess piece that is deployed in the battle area. During the preparation phase of the current game round, the terminal device responds to the association operation of the first virtual chess piece and the second virtual chess piece to establish the association relationship between the first virtual chess piece and the second virtual chess piece. The terminal device responds to the second virtual chess piece triggering a target game event during the battle phase of the current game round or responds to the end of the battle phase of the current game round to control the first virtual chess piece to obtain the second synergy.
[0076] The association operation includes any one of the following: Control the first virtual chess piece to release a target game skill to the second virtual chess piece, wherein the target game skill is configured to establish an association between the first virtual chess piece and the second virtual chess piece after being released; Targeted touch operations for the first virtual chess piece and the second virtual chess piece.
[0077] In one embodiment, the first virtual chess piece is configured with a target game skill, which is configured to establish an association between the first virtual chess piece and the second virtual chess piece upon release. Players can control the first virtual chess piece to release the target game skill to the second virtual chess piece by dragging the first virtual chess piece to the location of the second virtual chess piece and holding it there for a preset time. Alternatively, players can control the first virtual chess piece to release the target game skill to the second virtual chess piece by clicking on the first virtual chess piece and then clicking on the second virtual chess piece within a preset time.
[0078] For example, please refer to the following: Figure 8 and Figure 9Players can drag the first virtual piece to the position of the second virtual piece and hold it for a preset time to control the first virtual piece to release a target game skill on the second virtual piece, thereby establishing a relationship between the first and second virtual pieces.
[0079] Furthermore, operation prompts can be displayed in the graphical user interface. These prompts indicate the current duration of the touch operation at the location of the second virtual chess piece, and the preset duration of the touch operation at the location of the second virtual chess piece required to trigger the release of the target game skill. For example, please refer to [link / reference]. Figure 8 , Figure 9 and Figure 10 Players can drag the first virtual chess piece to the position of the second virtual chess piece and hold it down. At this time, an operation prompt icon will be displayed. The progress bar in the operation prompt icon is used to indicate the time that the current long press operation still needs to be held (i.e., the preset duration). When the progress bar is full, it means that the long press operation has met the preset duration. At this time, the player ends the long press operation and controls the first virtual chess piece to release the target game skill to the second virtual chess piece, so as to establish the association between the first virtual chess piece and the second virtual chess piece.
[0080] In another embodiment, the association between the first virtual chess piece and the second virtual chess piece can be established by targeting touch operations on the first virtual chess piece and the second virtual chess piece. For example, the player can first double-click the first virtual chess piece, and then double-click the second virtual chess piece within a preset time to establish the association between the first virtual chess piece and the second virtual chess piece; or, the player can first long-press the first virtual chess piece, and then perform a continuous swipe operation following the long-press operation. When the end position of the swipe operation is located at the position of the second virtual chess piece, the association between the first virtual chess piece and the second virtual chess piece can be established.
[0081] In this embodiment, the target game is designed so that dragging one virtual piece onto another and releasing it swaps their positions. Therefore, if the first virtual piece is currently in the battle area and the second virtual piece is in the preparation area, the player can drag the first virtual piece to the second's location and hold down the button. An operation prompt icon is displayed, with a progress bar indicating the remaining time (i.e., the preset duration) required for the long press. When the progress bar is full, the long press has been completed for the preset duration. The player then ends the long press, controlling the first virtual piece to release the target game skill onto the second virtual piece, establishing a connection between them, and controlling the swap of their positions—that is, the first virtual piece moves to the second's position (the preparation area) and the second virtual piece moves to the first's position (the battle area). The player can subsequently adjust the positions of the two virtual pieces as needed.
[0082] Optionally, the step "establishing the association relationship between the first virtual piece and the second virtual piece in response to the association operation on the first virtual piece and the second virtual piece during the preparation phase of the current game round" includes: During the preparation phase of the current game round, the system responds by controlling the first virtual piece to release the target game skill to the second virtual piece, establishing a connection between the first virtual piece and the second virtual piece, and controlling the target game skill to enter a skill cooldown state.
[0083] Specifically, during the preparation phase of the current game round, the terminal device responds by controlling the first virtual chess piece to release the target game skill to the second virtual chess piece, establishing the association between the first virtual chess piece and the second virtual chess piece, and controlling the target game skill to enter a skill cooldown state; in response to the target game event associated with the second virtual chess piece during the battle phase of the current game round or the end of the current game round, the terminal device controls the first virtual chess piece to obtain the second synergy.
[0084] The target game skill has a skill activation state and a skill cooldown state. In the skill activation state, the player can control the first virtual piece to release the target game skill. In the skill cooldown state, the player cannot control the first virtual piece to release the target game skill. When the target game skill is activated while in the skill activation state, it will switch to the skill cooldown state, preventing the player from using the target game skill. Only after a cooldown period (the target duration) has elapsed since the skill was activated can the player switch back to the skill activation state, allowing them to continue using the target game skill.
[0085] Furthermore, the method also includes: Once the target game skill has been in a cooldown state for the specified duration, the target game skill is controlled to enter the skill usage state. During the preparation phase of other game rounds, in response to controlling the first virtual piece to release the target game skill to the third virtual piece, an association relationship is established between the first virtual piece and the third virtual piece, and the other game rounds are the game rounds after the current game round; In response to the third virtual piece triggering a target game event during the battle phase of another game round or in response to the end of the battle phase of the current game round, the first virtual piece is controlled to obtain the third synergy of the third virtual piece.
[0086] In this embodiment, after the target game skill switches from a skill cooldown state to a skill usage state, the player can continue to control the first virtual piece to release the target game skill to the third virtual piece, thereby allowing the first virtual piece to continue to gain the third synergy of the third virtual piece. At this time, the first virtual piece can simultaneously possess both the first synergy and the first target synergy, where the first target synergy includes both the second and third synergies; alternatively, while possessing the first synergy, the player can choose to possess either the second or third synergy.
[0087] The target game event includes any one of the following: During the current game round's combat phase, the second virtual piece performs specific game actions; During the current game round's combat phase, the second virtual piece achieves the target game outcome.
[0088] For example, during the current game round, if the second virtual piece performs a specific game action, the first virtual piece can gain the second virtual piece's second synergy. This specific game action can release a specific game skill or use a specific game equipment for the second virtual piece.
[0089] For example, in the current game round, if the second virtual piece achieves a target game result, the first virtual piece will gain the second virtual piece's second synergy. The target game result could be that the second virtual piece defeats a specified number of enemy virtual pieces, or that the second virtual piece deals a specified amount of damage to enemy virtual pieces, or that the second virtual piece reaches a specific piece level, etc.
[0090] For example, at the end of the current game round, the first virtual piece can gain the second synergy of the second virtual piece.
[0091] It should be noted that the second virtual piece includes multiple synergy types, and the second synergy is a synergy of a specific type among the multiple synergy types.
[0092] The virtual chess pieces are generally configured with two types of synergies: one is a trait synergy, and the other is a class synergy. The trait synergy represents the virtual chess piece's background identity, specifically indicating its game faction, group, camp, or region. The class synergy represents the virtual chess piece's game class. Specifically, in this embodiment, the second synergy of the specified synergy type can be either a class synergy or a trait synergy.
[0093] It's important to note that each virtual chess piece can have one or more synergies. These synergies can be of the same or different types. When a virtual chess piece's synergy meets preset trigger conditions, a specific synergy effect is activated. Different synergies can trigger the same or different effects. For example, virtual chess piece "A" has two synergies: First Synergy "A" and Second Synergy "B". First Synergy "A" means that the virtual chess piece's game class is "A", and Second Synergy "B" means that the virtual chess piece belongs to the B game faction. Synergy effects can improve the virtual chess piece's game attributes, and can also adjust the virtual chess piece's rarity level, etc.
[0094] In one embodiment, the step "in response to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying a preset association condition, controlling the first virtual chess piece to obtain the second synergy" includes: In response to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying the preset association conditions, at least one synergy of the specified synergy type of the second virtual chess piece is determined as a candidate synergy, and each candidate synergy is configured with a synergy order. From the candidate synergies, the candidate synergy that is first in the synergy order is selected as the second synergy; Control the first virtual piece to gain the second synergy.
[0095] For example, the specified synergy type can be a professional synergy type. The terminal device responds to the first virtual piece and the second virtual piece in the virtual scene satisfying a preset association condition, determining at least one synergy of the specified synergy type for the second virtual piece as a candidate synergy. Each candidate synergy is configured with a synergy order. Specifically, the candidate synergies include professional synergy A, professional synergy B, and professional synergy C. Professional synergy A is the first synergy in order, professional synergy B is the second synergy in order, and professional synergy C is the third synergy in order. The first synergy in order is the first priority, followed by the second synergy in order, and finally the third synergy in order. From the candidate synergies, the candidate synergy with the first priority in order is determined as the second synergy, that is, professional synergy A can be used as the second synergy.
[0096] It should be noted that the second synergy acquired by the first virtual piece is configured to be effective in at least one other game round after the current game round. For example, the second synergy acquired by the first virtual piece may be effective in all other game rounds after the current game round, or it may be effective in a specified number of other game rounds after the current game round.
[0097] In one embodiment, in order to indicate to the player the source of the second synergy obtained by the first virtual piece, after the step "controlling the first virtual piece to obtain the second synergy", the method further includes: The target indicator is displayed through the graphical user interface of the first game account. The display position of the target indicator is determined based on the display position of the second virtual piece. The target indicator is used to indicate that the source of the second bond is the second virtual piece.
[0098] For example, please see Figure 11 After the first virtual piece obtains the second synergy, a target indicator can be displayed through the graphical user interface of the first game account. The target indicator can be displayed above the health bar of the second virtual piece. The target indicator is used to indicate that the source of the second synergy is the second virtual piece.
[0099] In another embodiment, after controlling the first virtual piece to obtain the second synergy, the second virtual piece can also wear the designated game items of the first virtual piece, such as putting the crown hat worn on the head of the first virtual piece on the head of the second virtual piece.
[0100] Optionally, to prevent the first virtual piece from repeatedly acquiring the same synergy, the method further includes: During the preparation phase of the current game round, in response to the association operation of the first virtual piece and the second virtual piece, if it is detected that the first virtual piece has the same second synergy as the second virtual piece, the association relationship between the first virtual piece and the second virtual piece is stopped, and a first prompt message is displayed through the graphical user interface of the first game account. The first prompt message is used to indicate that the first virtual piece has the same synergy as the second virtual piece.
[0101] For example, please see Figure 12 The terminal device responds to the association operation between the first virtual piece and the second virtual piece during the preparation phase of the current game round. If it detects that the first virtual piece has the same second synergy as the second virtual piece, it stops establishing the association relationship between the first virtual piece and the second virtual piece, and displays the first prompt message "This synergy has been obtained, and the crown cannot be equipped" through the graphical user interface of the first game account.
[0102] Optional, please refer to Figure 13 The graphical user interface also displays a skill icon for the target game skill. Players can trigger an action on the skill icon to display the skill details page, "Target Game Skill," which shows the skill's effects. Specifically, the skill details page can also display synergy information where the first virtual piece gains a synergy from other virtual pieces. For example, if the first virtual piece gains a second synergy from a second virtual piece, the skill details page will display the synergy information "Gained Synergy: Second Synergy." In an optional implementation, the skill icon is a synergy icon. Clicking on a synergy icon in the synergy list of the graphical user interface displays a synergy information interface showing the synergy information "Gained Synergy: Second Synergy."
[0103] In one embodiment, the step "controlling the first virtual piece to obtain the second synergy" includes: Without changing the number of virtual pieces with the second synergy, control the first virtual piece to gain the second synergy; The control of the first virtual chess piece to perform game actions according to the synergy effect corresponding to the first target synergy includes: Get the current activation status of the second synergy; Control the first virtual chess piece to perform game actions based on the synergy effect corresponding to the second synergy determined by the current activation state.
[0104] In one embodiment, the step of controlling the first virtual chess piece to acquire the second synergy includes: Add a second synergy tag to the first virtual piece to control the first virtual piece to gain the second synergy.
[0105] Specifically, without changing the number of virtual pieces with the second synergy, a second synergy tag can be added to the first virtual piece; the current activation state of the second synergy can be obtained; based on the second synergy tag, the first virtual piece can be controlled to perform game behavior according to the synergy effect corresponding to the second synergy determined by the current activation state.
[0106] Specifically, the second synergy can be configured with a first piece list and a second piece list. The virtual pieces in the first piece list are virtual pieces whose activation tiers for the second synergy can be determined based on the number of virtual pieces in the first piece list in the preparation area and / or the battle area. The pieces in the first piece list can obtain the synergy effect corresponding to the current activation tier of the second synergy. The virtual pieces in the second piece list are virtual pieces that are not used to determine the activation tiers for the second synergy. The virtual pieces in the second piece list can only obtain the synergy effect corresponding to the current activation tier of the second synergy.
[0107] In this embodiment, without changing the number of virtual pieces with the second synergy, the first virtual piece is controlled to acquire the second synergy. The step of controlling the first virtual piece to acquire the second synergy is as follows: A second synergy tag is added to the first virtual piece. Specifically, the first virtual piece is not added to the first piece list of the second synergy (the number of virtual pieces in the first piece list is not specified), but rather added to the second piece list of the second synergy, and a second synergy tag is added to the first virtual piece. This second synergy tag indicates that the first virtual piece has been added to the second piece list of the second synergy.
[0108] Furthermore, since different activation states of the second synergy correspond to different activation tiers, and different activation tiers correspond to different synergy effects, without changing the number of virtual pieces with the second synergy, by adding a second synergy tag to the first virtual piece, the current activation state of the second synergy can be obtained; based on the second synergy tag, the first virtual piece can be controlled to perform game behaviors according to the synergy effect corresponding to the second synergy determined by the current activation state.
[0109] In one embodiment, the step "controlling the first virtual piece to acquire the second synergy without changing the number of virtual pieces with the second synergy" includes: When the first virtual piece is located in the battle area, the first virtual piece is controlled to acquire the second synergy without changing the number of virtual pieces with the second synergy in the battle area.
[0110] Specifically, the second synergy can be configured with a first piece list and a second piece list. The virtual pieces in the first piece list are virtual pieces whose activation tiers for the second synergy can be determined based on the number of virtual pieces in the first piece list in the combat area. The pieces in the first piece list can obtain the synergy effect corresponding to the current activation tier of the second synergy. The virtual pieces in the second piece list are virtual pieces that are not used to determine the activation tiers for the second synergy. The virtual pieces in the second piece list can only obtain the synergy effect corresponding to the current activation tier of the second synergy.
[0111] In this embodiment of the application, when the first virtual chess piece is located in the battle area, without changing the number of virtual chess pieces with the second synergy in the battle area, a second synergy tag is added to the first virtual chess piece. This means that the first virtual chess piece will not be added to the first chess piece list of the second synergy (which is the number of virtual chess pieces in the first chess piece list), but will be added to the second chess piece list of the second synergy, and a second synergy tag will be added to the first virtual chess piece. The second synergy tag indicates that the first virtual chess piece has been added to the second chess piece list of the second synergy, so that even if the first virtual chess piece obtains the second synergy, the first virtual chess piece will not be used as a virtual chess piece to determine the activation level of the second synergy when it is in the battle area.
[0112] For example, if the battle zone contains virtual pieces A, B, B, and D with a second synergy, where virtual piece A is the first virtual piece and virtual pieces B, B, and D are the second virtual pieces, the activation conditions for the second synergy are as follows: The presence of two types of virtual pieces with the second synergy in the battle zone activates the first activation tier of the second synergy, granting the virtual pieces with the second synergy the first synergy effect; the presence of three types of virtual pieces with the second synergy in the battle zone activates the second activation tier of the second synergy, granting the virtual pieces with the second synergy the second synergy effect. In this case, the second synergy at the first activation tier can be activated, allowing virtual pieces A, B, B, and D to all gain the first synergy effect.
[0113] Optionally, in this embodiment of the application, in response to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying a preset association condition, a mapping relationship between the first virtual chess piece and the second synergy is established, so that the first virtual chess piece can obtain the corresponding synergy effect when the second synergy is activated; then, the current activation state of the second synergy is obtained, and the first virtual chess piece is controlled to perform game behavior according to the synergy effect corresponding to the second synergy determined by the current activation state based on the mapping relationship.
[0114] Specifically, without changing the number of virtual pieces with the second synergy, a mapping relationship between the first virtual piece and the second synergy is established.
[0115] Furthermore, when the first virtual piece is located in the battle area, a mapping relationship between the first virtual piece and the second synergy is established without changing the number of virtual pieces with the second synergy in the battle area.
[0116] In one embodiment, the first virtual chess piece is controlled to perform game behavior based on the mapping relationship and the synergy effect corresponding to the current activation level of the second synergy.
[0117] In one embodiment, the step "obtaining the current activation state of the second bond" includes: Obtain the number of target virtual pieces with the second synergy in the battle area, wherein the target virtual pieces with the second synergy do not include the first virtual piece; The current activation tier is determined based on the number of target virtual pieces with the second synergy and the threshold number of pieces corresponding to different activation tiers of the second synergy, wherein different activation tiers correspond to different synergy effects.
[0118] The current activation tier can be determined based on the total number of target virtual pieces with the second synergy in the battle area, the total number of target virtual pieces with the second synergy of the first object type, or the total number of target virtual pieces with the second synergy and belonging to the specified type of the second object type, as well as the corresponding quantity threshold. Different activation tiers correspond to different synergy effects.
[0119] For example, taking the total number of first object types of target virtual pieces with second synergy as an example, there are six virtual pieces with second synergy in the target game, namely virtual piece A, virtual piece B, virtual piece C, virtual piece D, virtual piece E, and virtual piece F. Virtual piece A is the first virtual piece, and virtual pieces B, C, D, E, and F are the second virtual pieces. If the virtual pieces in the battle area are virtual piece B, virtual piece C, and virtual piece C, then there are two types of virtual pieces with second synergy in the battle area, which satisfies the quantity threshold of 2 corresponding to the first activation level. At this time, virtual piece B, virtual piece C, and virtual piece C in the battle area can all obtain the first synergy effect corresponding to the first activation level of the second synergy. If the virtual pieces in the battle area are virtual piece A and virtual piece B, there are two types of virtual pieces with the second synergy in the battle area. However, since virtual piece A is a virtual piece that does not participate in determining the activation level, it does not meet the quantity threshold of 2 corresponding to the first activation level. At this time, virtual pieces A and virtual piece B in the battle area cannot obtain the first synergy effect corresponding to the first activation level of the second synergy.
[0120] Step 440: Control the first virtual chess piece to perform game behavior according to the synergy effect corresponding to the first synergy and / or the first target synergy, wherein the first target synergy is the synergy obtained by the first virtual chess piece from other virtual chess pieces, the first target synergy includes the second synergy, and the number of the first target synergy is one or more; the first synergy is the synergy initially configured for the first virtual chess piece.
[0121] The first synergy refers to the synergy initially configured for the first virtual piece, which is the synergy set by default for the first virtual piece in the game. The first target synergy acquired by the first virtual piece is configured to be effective in at least one other game round after the current game round. For example, the first target synergy acquired by the first virtual piece is effective in all other game rounds after the current game round in which it acquired the first target synergy, or it can be effective in a specified number of other game rounds after the current game round.
[0122] In one embodiment, the step "controlling the first virtual chess piece to perform game behavior according to the synergy effect corresponding to the second synergy determined by the current activation state" includes: Control the first virtual chess piece to perform game actions according to the synergy effect corresponding to the current activation level of the second synergy.
[0123] Specifically, based on the second synergy tag, the first virtual chess piece can be controlled to perform game behaviors according to the synergy effect corresponding to the current activation level of the second synergy.
[0124] In this embodiment, the game attributes of the first virtual chess piece are adjusted according to the synergy effect corresponding to the current activation level of the second synergy. Specifically, the attribute values of the first virtual chess piece can be increased based on the synergy effect, or the attribute values can be increased by equipping the first virtual chess piece with game equipment provided by the synergy effect, etc. After adjusting the game attributes of the first virtual chess piece, the first virtual chess piece can be controlled to perform game behaviors according to the adjusted game attributes.
[0125] In this embodiment, the first virtual chess piece that obtains the second synergy can continue to participate in the game in the battle area. The first virtual chess piece can use its regular game skills to fight against enemy virtual chess pieces in the battle area. The regular game skills can make the first virtual chess piece spin quickly to obtain an X shield that lasts for Y seconds and deal X damage to all nearby enemy virtual chess pieces; then it can swing at the farthest enemy virtual chess piece in the range (AD / AP double bonus) and deal X damage to all enemy virtual chess pieces in the path.
[0126] Based on the above description, the following examples will further illustrate the game interaction method of this application. Specific embodiments of the game interaction method are described below.
[0127] Optionally, the second synergy is configured with a second entry action, which is a game action performed by the second virtual piece when it is placed in the battle area; After controlling the first virtual piece to acquire the second synergy, the method further includes: In response to placing the first virtual chess piece in the battle area, the first virtual chess piece is controlled to perform the second entry action when placed in the battle area.
[0128] For example, the second entry action of the second virtual piece can be either entering the battle area while holding a designated game item, or jumping into the battle area; after controlling the first virtual piece to obtain the second synergy, when the first virtual piece is placed in the battle area, it can also enter the battle area while holding a designated game item, or jump into the battle area.
[0129] In one embodiment, the battle area includes multiple virtual chess pieces, and the method further includes: In response to a first virtual chess piece with a second target synergy in the battle area satisfying the target synergy trigger condition, at least one candidate specific game equipment corresponding to the target synergy trigger condition is displayed through the graphical user interface; wherein, the second target synergy is configured with multiple activation tiers of synergy trigger conditions, and the synergy trigger conditions are used to provide the game account with optional game equipment of the corresponding activation tier after being triggered; different activation tiers of the synergy trigger conditions result in different equipment attributes of the game equipment provided after the synergy trigger conditions are triggered and / or different numbers of equipment that the game account can obtain from the provided game equipment; In response to the selection operation of a target specific game equipment among the at least one candidate specific game equipment, the target specific game equipment is obtained for the first game account; In response to equipping the target first virtual chess piece with the target-specific game equipment, during the game's battle phase, the target first virtual chess piece is controlled to perform game behaviors based on the target game attributes of the target first virtual chess piece and the target equipment attributes of the target-specific game equipment.
[0130] Each synergy trigger condition includes corresponding preset lineup information and preset activation tiers. Among these, the stronger the preset lineup information in each synergy trigger condition, the higher the corresponding activation tier. Furthermore, the higher the activation tier, the stronger the synergy effect of the second target synergy.
[0131] It should be noted that the synergy trigger condition, once triggered, provides the game account with the corresponding activation tier of optional game equipment, which is a specific game equipment. The specific game equipment can be any designated game equipment in the target game, or it can be game equipment that can only be equipped by virtual pieces in the target game that have the second target synergy.
[0132] Specifically, the preset lineup information includes at least one of the following: the total number of virtual chess pieces with the second target synergy, the total number of first object types of virtual chess pieces with the second target synergy, and the total number of second object types of virtual chess pieces with the second target synergy and belonging to the specified type.
[0133] For example, the second target synergy configuration has multiple activation tiers with synergy trigger conditions, specifically including the first synergy trigger condition for the first activation tier, the second synergy trigger condition for the second activation tier, the third synergy trigger condition for the third activation tier, and the fourth synergy trigger condition for the fourth activation tier. The first activation tier is lower than the second activation tier, the second activation tier is lower than the third activation tier, and the third activation tier is lower than the fourth activation tier. The first synergy effect corresponding to the second synergy at the first activation tier is: select one set from either the first type of equipment set or the second type of equipment set and display it to the first game account. The player of the first game account can choose any specific piece of game equipment from the displayed equipment set, wherein the equipment set includes at least one specific piece of game equipment. The second synergy effect corresponding to the second synergy at the second activation tier is: select one set from either the first type of equipment set or the second type of equipment set and display it to the first game account. The player of the first game account can choose any specific piece of game equipment from the displayed equipment set, and all the special items currently owned by the first game account will be displayed. The equipment attributes of the fixed game equipment are increased by X%; the third synergy effect corresponding to the second synergy of the third activation tier is: choose one set from the first type of equipment group or the second type of equipment group and display it to the first game account. The player of the first game account can choose any specific game equipment from the displayed equipment group, and the equipment attributes of all specific game equipment currently owned by the first game account are increased by Y%; the fourth synergy effect corresponding to the second synergy of the fourth activation tier is: distribute all specific game equipment that the first game account has not obtained from the historical equipment group that has been displayed to the first game account, and the equipment attributes of all specific game equipment currently owned by the first game account are increased by Z%; the first synergy is triggered when there are two types of virtual chess pieces with the second synergy in the battle area, the second synergy is triggered when there are four types of virtual chess pieces with the second synergy in the battle area, the third synergy is triggered when there are six types of virtual chess pieces with the second synergy in the battle area, and the fourth synergy is triggered when there are nine types of virtual chess pieces with the second synergy in the battle area. It should be noted that multiple equipment sets displayed consecutively can be of the same type or different types. For example, activating the first activation tier may display a defensive equipment set, while activating the second activation tier may display an offensive equipment set. X, Y, and Z can be the same or different; for example, X can be less than Y, and Y can be less than X. This is just an example; more examples will not be elaborated upon.
[0134] Optionally, equipment sets can be recommended based on the account attributes of the first game account or the current game lineup of the first game account. For example, if the current game lineup of the first game account is an offensive lineup, then more offensive equipment sets will be recommended for the first game account.
[0135] In this embodiment of the application, a type of equipment set will be displayed to the player of the first game account only when the virtual chess piece in the first game account activates the first activation tier, the second activation tier, the third activation tier, and the fourth activation tier of the second target synergy for the first time.
[0136] For example, please see Figure 14 There are six virtual pieces in the target game that have the second target synergy: Virtual Piece A, Virtual Piece B, Virtual Piece C, Virtual Piece D, Virtual Piece E, and Virtual Piece F. If Virtual Piece A and Virtual Piece B are in the battle area, the first synergy trigger condition is met, activating the first activation tier of the second target synergy. This is achieved by displaying an attack-type equipment set through the graphical user interface of the first game account. Specifically, the equipment display page in the graphical user interface can show the first attack-specific game equipment "Equipment A", the second attack-specific game equipment "Equipment B", and the third attack-specific game equipment "Equipment C". The player of the first game account can choose to display any one of these three specific game equipment sets.
[0137] Optional, please refer to the following as well. Figure 14 and Figure 15 If a player controls the first game account and selects the first attack specific game equipment "Equipment A", the equipment icon of the first attack specific game equipment "Equipment A" will be displayed in the equipment display bar of the first game account. After the player triggers the equipment icon, he can drag it to any virtual piece in the battle area to equip the first attack specific game equipment "Equipment A".
[0138] Furthermore, the step "in response to the first deployed virtual chess piece with the second target synergy in the battle area satisfying the target synergy trigger condition, displaying at least one candidate specific game equipment corresponding to the target synergy trigger condition through the graphical user interface" includes: In response to a first virtual chess piece with a second target synergy in the battle area satisfying the first target synergy trigger condition, at least one candidate specific game equipment of the first type corresponding to the first target synergy trigger condition is displayed through the graphical user interface; After the first virtual chess piece with a second target synergy in the battle area satisfies the first target synergy trigger condition, and at least one candidate specific game equipment of the first type corresponding to the first target synergy trigger condition is displayed through the graphical user interface, the method further includes: In response to a first virtual chess piece with a second target synergy in the battle area satisfying the second target synergy trigger condition, at least one candidate specific game equipment of the second type corresponding to the second target synergy trigger condition is displayed through the graphical user interface, wherein the first type is the same as or different from the second type.
[0139] For example, in response to a first virtual chess piece with a second target synergy in the battle area satisfying the first target synergy trigger condition, the terminal device displays at least one candidate specific game equipment of the first type corresponding to the first target synergy trigger condition through the graphical user interface. Specifically, it can display a defensive equipment set, such as a first defensive specific game equipment, a second defensive specific game equipment, and a third defensive specific game equipment. Furthermore, in response to a first virtual chess piece with a second target synergy in the battle area satisfying the second target synergy trigger condition, the terminal device displays at least one candidate specific game equipment of the second type corresponding to the second target synergy trigger condition through the graphical user interface. Specifically, it can display an offensive equipment set, such as a first offensive specific game equipment, a second offensive specific game equipment, and a third offensive specific game equipment.
[0140] Furthermore, the method also includes: In response to a virtual piece change event of the first deployed virtual piece with the second target synergy in the battle area, if the first deployed virtual piece with the second target synergy in the battle area after the virtual piece change does not meet any synergy triggering conditions, then the target-specific game equipment is removed from the first game account.
[0141] In this embodiment of the application, if the lineup information of the virtual chess pieces in the battle area changes, for example, if a virtual chess piece disappears from the battle area, and the first deployed virtual chess piece with the second target synergy in the battle area does not meet any synergy triggering conditions, then the second target synergy is inactive. In this case, the target-specific game equipment is removed from the first game account so that the first game account cannot use the target-specific game equipment.
[0142] Furthermore, if the lineup information of virtual chess pieces in the battle area changes, for example, if a virtual chess piece disappears from the battle area, and the first virtual chess piece with the second target synergy in the battle area does not meet any synergy trigger conditions, then the second target synergy is inactive, and all target-specific game equipment already owned by the first game account is removed.
[0143] Furthermore, if the lineup information of virtual chess pieces in the battle area changes, such as the disappearance of virtual chess pieces in the battle area, and the first deployed virtual chess piece with the second target synergy in the battle area does not meet any synergy trigger conditions, then the second target synergy is inactive, and the target-specific game equipment already equipped on the virtual chess piece is removed from the first game account.
[0144] In one embodiment, the method further includes: In response to the activation of the first target interaction item for the current game round, during the preparation phase of the current game round, the equipment attributes of the target-specific game equipment held by the first game account are processed to obtain the processed target-specific game equipment. In response to the wear command, the target-specific game equipment is worn on the first virtual chess piece in the first virtual chess piece in the first battle; During the game's battle phase, the target's first virtual chess piece is controlled to perform game actions based on the target game attributes of the target's first virtual chess piece and the processed equipment attributes of the target's specific game equipment.
[0145] In this embodiment, the game includes multiple game rounds, each round comprising a preparation phase and a battle phase. The interactive items can be game interaction options selectable by the player's corresponding first game account. Each game interaction option is configured with corresponding game rewards, interaction trigger conditions, and game events associated with the interaction trigger conditions. This ensures that when the current first game account completes the game event associated with the interaction trigger conditions, the corresponding game reward is issued to the first game account. The game rewards, interaction trigger conditions, and / or the corresponding game events associated with the interaction trigger conditions for each game interaction option can be the same or different. In this embodiment, the first target interaction item and the second target interaction item can be triggered immediately upon selection by the first game account, or they can be triggered only after the interaction trigger conditions are met.
[0146] The processed target-specific game equipment attributes are based on at least one of the following parameters: the equipment attributes of the target-specific game equipment, the bond effect corresponding to the current activation state of the second target bond, the current number of processing steps for the target, and the equipment level of the processed target-specific game equipment.
[0147] In one specific embodiment, when the first target interaction item is active, the specific game equipment owned by the first game account can be identified once during the preparation phase of each game round, thereby randomly setting the current equipment level for each specific game equipment.
[0148] The equipment levels include Level 1, Level 2, Level 3, and Level 4. Each level has corresponding attribute enhancement parameters: Level 1 has a first attribute enhancement parameter, Level 2 has a second attribute enhancement parameter, Level 3 has a third attribute enhancement parameter, and Level 4 has a fourth attribute enhancement parameter. These parameter values can be progressively higher or lower; for example, Level 1's parameter value is lower than Level 2's, Level 2's is lower than Level 3's, and Level 3's is lower than Level 4's. Each appraisal process adjusts the game attributes of a specific piece of equipment based on the specified attribute enhancement parameters. Therefore, the final attribute value of a specific piece of equipment can be calculated as: Base equipment attribute value × (1 + Attribute enhancement parameter for synergy activation tier) + Appraisal attribute enhancement parameter × Equipment level attribute enhancement parameter.
[0149] Optionally, an adjustment threshold can be set for each game attribute of the virtual chess piece to control the maximum number of times each game attribute of the virtual chess piece can be improved.
[0150] For example, if a specific piece of equipment has a base attack power of 100, and the attribute boost parameter for the synergy activation tier is 20%, and the specific piece of equipment has only undergone one identification process, then the identification attribute boost parameter is 10%, the equipment level after identification is the fourth equipment level, and the fourth attribute boost parameter for the fourth equipment level is 40%, then the final attack power value of the specific piece of equipment is: 100 × (1 + 20%) + 100 × 10% × 40% = 124, which means the final attack power value of the specific piece of equipment is 124 points.
[0151] For example, a specific piece of equipment has a base attack power of 100, an attribute boost of 10% for synergy activation tiers, and undergoes five appraisals, resulting in an attribute boost of 50%. The appraised equipment becomes the fourth equipment level, and the fourth attribute boost of the fourth equipment level is 40%. The final attack power of the specific equipment is: 100 × (1 + 10%) + 100 × 50% × 40% = 130, which means the final attack power of the specific equipment is 130 points.
[0152] Optionally, attribute value information can be displayed on the piece details page of a virtual piece equipped with specific game equipment. This attribute value information is used to display the final attribute value of the virtual piece equipped with specific game equipment. For example, the attribute value information could be "Attack Power: 100×(1+10%)+100×50%×40%".
[0153] In this embodiment, the identification process can be performed on specific target game equipment that is not equipped to virtual chess pieces by the first game account, or it can be performed on all specific target game equipment owned by the first game account. After the identification process is completed, the equipment identifier of the specific target game equipment can be displayed in the equipment display bar. The style of the equipment identifier is different for different equipment levels; for example, the border of the equipment identifier corresponding to the first equipment level is a first color, the border of the equipment identifier corresponding to the second equipment level is a second color, the border of the equipment identifier corresponding to the third equipment level is a third color, and the border of the equipment identifier corresponding to the fourth equipment level is a fourth color, with the first, second, third, and fourth colors being different colors.
[0154] In another embodiment, the method further includes: In response to the activation of the second target interaction item for the current game round, during the battle phase of the current game round, a first number of recommended specific game equipment is configured for the target second deployed virtual chess piece, wherein the target second deployed virtual chess piece is a virtual chess piece in the battle area wearing the second number of target specific game equipment.
[0155] For example, at each stage of the current game round, a recommended specific game item can be automatically assigned and equipped to the second virtual piece with the second objective synergy that has two objective-specific game items.
[0156] It should be noted that the first virtual piece deployed for the second target synergy includes the first virtual piece, that is, the synergy type of the first virtual piece is the second target synergy.
[0157] In summary, this application provides a game interaction method. A graphical user interface corresponding to a first game account is displayed on a terminal device. The graphical user interface displays a virtual scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces in battle, and the preparation area is configured to place virtual chess pieces to be deployed. Then, in response to a preset association condition being met between a first virtual chess piece and a second virtual chess piece in the virtual scene, a second synergy for the second virtual chess piece is determined. Next, the first virtual chess piece is controlled to acquire the second synergy. Finally, the first virtual chess piece is controlled to perform game actions based on the synergy effect corresponding to the first synergy and / or the first target synergy. The first target synergy is a synergy obtained by the first virtual chess piece from other virtual chess pieces, and the first target synergy includes the second synergy. The number of first target synergies is one or more. The first synergy is the synergy initially configured for the first virtual chess piece. The solution adopted in this application embodiment allows the first virtual piece to acquire the second synergy of the second virtual piece when the first and second virtual pieces meet preset association conditions. This enables the first virtual piece to perform game actions based on the synergy effects corresponding to the first and / or target synergies. This achieves the goal that virtual pieces can not only participate in game battles by associating with and using their own preset fixed synergy attributes, but also participate in game battles based on the synergy attributes of other virtual pieces. This allows players to adjust the synergy attributes of virtual pieces according to the actual game strategy requirements, providing players with strategic combat gameplay, enhancing the fun of the game, satisfying players' needs for diversified gameplay, and effectively improving the player's game interaction experience.
[0158] This embodiment also provides a game interaction device, which can be integrated into a terminal device. For example, such as Figure 16 As shown, the game interaction device may include: Display unit 501 is used to display a graphical user interface corresponding to the first game account through a terminal device. The graphical user interface displays a virtual scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces that are ready to be deployed, and the preparation area is configured to place virtual chess pieces that are to be deployed. Response unit 502 is used to determine the second bond of the second virtual chess piece in response to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying a preset association condition; The first control unit 503 is used to control the first virtual chess piece to obtain the second synergy; The second control unit 504 is used to control the first virtual chess piece to perform game behavior according to the synergy effect corresponding to the first synergy and / or the first target synergy, wherein the first target synergy is the synergy obtained by the first virtual chess piece from other virtual chess pieces, the first target synergy includes the second synergy, and the number of the first target synergy is one or more; the first synergy is the synergy initially configured for the first virtual chess piece.
[0159] In some embodiments, the game interaction device includes: The first control subunit is used to control the first virtual piece to acquire the second synergy without changing the number of virtual pieces with the second synergy.
[0160] In some embodiments, the game interaction device includes: The first acquisition subunit is used to acquire the current activation status of the second bond; The second control subunit is used to control the first virtual chess piece to perform game behaviors according to the synergy effect corresponding to the second synergy determined by the current activation state.
[0161] In some embodiments, the game interaction device includes: The third control subunit is used to control the first virtual piece to acquire the second synergy when the first virtual piece is located in the battle area, without changing the number of virtual pieces with the second synergy in the battle area.
[0162] In some embodiments, the game interaction device includes: The second acquisition subunit is used to acquire the number of target virtual pieces with the second bond in the battle area, wherein the target virtual pieces with the second bond do not include the first virtual piece; The first determining subunit is used to determine the current activation level based on the number of target virtual pieces with the second synergy and the number threshold of pieces corresponding to different activation levels of the second synergy, wherein different activation levels correspond to different synergy effects.
[0163] In some embodiments, the game interaction device includes: The fourth control subunit is used to control the first virtual chess piece to perform game behaviors according to the synergy effect corresponding to the current activation level of the second synergy.
[0164] In some embodiments, the game interaction device includes: The fifth control subunit is used to add a second synergy tag to the first virtual chess piece, so as to control the first virtual chess piece to obtain the second synergy.
[0165] In some embodiments, the game interaction device includes: The first establishment subunit is used to establish the association relationship between the first virtual piece and the second virtual piece in response to the association operation on the first virtual piece and the second virtual piece during the preparation phase of the current game round. The sixth control subunit is used to control the first virtual piece to obtain the second synergy in response to the second virtual piece triggering a target game event during the battle phase of the current game round or in response to the end of the battle phase of the current game round.
[0166] In some embodiments, the association operation includes any one of the following: Control the first virtual chess piece to release a target game skill to the second virtual chess piece, wherein the target game skill is configured to establish an association between the first virtual chess piece and the second virtual chess piece after being released; Targeted touch operations for the first virtual chess piece and the second virtual chess piece.
[0167] In some embodiments, the game interaction device includes: The second establishment subunit is used, during the preparation phase of the current game round, to control the first virtual chess piece to release the target game skill to the second virtual chess piece, establish the association between the first virtual chess piece and the second virtual chess piece, and control the target game skill to enter a skill cooldown state.
[0168] In some embodiments, the game interaction device includes: The seventh control subunit is used to control the target game skill to enter the skill use state after the target game skill has been in the skill cooldown state for a certain period of time. The first response subunit is used to respond to the preparation phase of other game rounds by controlling the first virtual chess piece to release the target game skill to the third virtual chess piece, and to establish the association between the first virtual chess piece and the third virtual chess piece. The other game rounds are the game rounds after the current game round. The first response subunit is configured to control the first virtual piece to acquire the third synergy of the third virtual piece in response to the third virtual piece triggering a target game event during the battle phase of another game round or in response to the end of the battle phase of the current game round.
[0169] In some embodiments, the target game event includes any of the following: During the current game round's combat phase, the second virtual piece performs specific game actions; During the current game round's combat phase, the second virtual piece achieves the target game outcome.
[0170] In some embodiments, the second virtual piece includes synergies of multiple synergy types, and the second synergy is a synergy of a specific synergy type among the multiple synergy types.
[0171] In some embodiments, the second synergy acquired by the first virtual piece is configured to be effective in at least one other game round after the current game round.
[0172] In some embodiments, the game interaction device includes: The second response subunit is used to respond to the association operation of the first virtual chess piece and the second virtual chess piece during the preparation phase of the current game round. If it is detected that the first virtual chess piece has the same second synergy as the second virtual chess piece, the connection between the first virtual chess piece and the second virtual chess piece is stopped, and a first prompt message is displayed through the graphical user interface of the first game account. The first prompt message is used to indicate that the first virtual chess piece has the same synergy as the second virtual chess piece.
[0173] In some embodiments, the game interaction device includes: The first display subunit is used to display a target prompt icon through the graphical user interface of the first game account. The display position of the target prompt icon is determined based on the display position of the second virtual chess piece. The target prompt icon is used to indicate that the source of the second bond is the second virtual chess piece.
[0174] In some embodiments, the game interaction device includes: The third response subunit is used to respond to a first deployed virtual chess piece with a second target synergy in the battle area satisfying the target synergy trigger condition, and to display at least one candidate specific game equipment corresponding to the target synergy trigger condition through the graphical user interface; wherein, the second target synergy is configured with multiple activation tiers of synergy trigger conditions, and the synergy trigger conditions are used to provide the game account with optional game equipment of the corresponding activation tier after being triggered; different activation tiers of the synergy trigger conditions result in different equipment attributes of the game equipment provided after the synergy trigger conditions are triggered and / or different numbers of equipment that the game account can obtain from the provided game equipment; The third response subunit is configured to, in response to a selection operation for a target specific game equipment among the at least one candidate specific game equipment, obtain the target specific game equipment for the first game account. The third response subunit is used to respond to equipping the target first virtual chess piece with the target-specific game equipment in the first virtual chess piece, and during the game's battle phase, to control the target first virtual chess piece to perform game behaviors according to the target game attributes of the target first virtual chess piece and the target equipment attributes of the target-specific game equipment.
[0175] In some embodiments, the game interaction device includes: The fourth response subunit is used to respond to the first virtual chess piece with the second target synergy in the battle area satisfying the first target synergy trigger condition by displaying at least one candidate specific game equipment of the first type corresponding to the first target synergy trigger condition through the graphical user interface. The second display subunit, configured to, after the first deployed virtual chess piece with a second target synergy in the battle area satisfies the first target synergy trigger condition and displays at least one candidate specific game equipment of the first type corresponding to the first target synergy trigger condition through the graphical user interface, further includes: The fourth response subunit is used to respond to the fact that the first virtual chess piece with the second target synergy in the battle area meets the second target synergy trigger condition, and to display at least one candidate specific game equipment of the second type corresponding to the second target synergy trigger condition through the graphical user interface, wherein the first type is the same as or different from the second type.
[0176] In some embodiments, the game interaction device includes: The fifth response subunit is used to respond to a virtual chess piece change event of the first deployed virtual chess piece with the second target synergy in the battle area. If the first deployed virtual chess piece with the second target synergy in the battle area after the virtual chess piece change does not meet any synergy triggering conditions, then the target-specific game equipment is removed from the first game account.
[0177] In some embodiments, the game interaction device includes: The sixth response subunit is used to respond to the activation of the first target interaction item for the current game round, and to perform target processing on the equipment attributes of the target-specific game equipment held by the first game account during the preparation phase of the current game round, so as to obtain the processed target-specific game equipment. The sixth response subunit is used to respond to the wearing command and wear the processed target-specific game equipment on the target virtual chess piece in the first virtual chess piece; The eighth control subunit is used to control the target first virtual chess piece to perform game behaviors according to the target game attributes of the target first virtual chess piece and the processed equipment attributes of the target specific game equipment during the game's battle phase.
[0178] In some embodiments, the equipment attributes of the processed target-specific game equipment are determined based on at least one of the following parameters: the equipment attributes of the target-specific game equipment, the synergy effect corresponding to the current activation state of the second target synergy, the current number of processing steps for the target, and the equipment level of the processed target-specific game equipment.
[0179] In some embodiments, the game interaction device includes: The seventh response subunit is used to respond to the activation of the second target interaction item for the current game round, and during the battle phase of the current game round, to configure a first number of recommended specific game equipment for the target second virtual chess piece, wherein the target second virtual chess piece is a virtual chess piece in the battle area wearing the second number of target specific game equipment.
[0180] This application discloses a game interaction device. A display unit 501 displays a graphical user interface corresponding to a first game account on a terminal device. The graphical user interface displays a virtual scene, including a battle area and a preparation area. The battle area is configured to place virtual chess pieces already in the game, and the preparation area is configured to place virtual chess pieces to be deployed. A response unit 502, responding to a preset association condition between a first virtual chess piece and a second virtual chess piece in the virtual scene, determines a second synergy for the second virtual chess piece. A first control unit 503 controls the first virtual chess piece to acquire the second synergy. A second control unit 504 controls the first virtual chess piece to perform game actions based on the synergy effect corresponding to the first synergy and / or a first target synergy. The first target synergy is a synergy obtained by the first virtual chess piece from other virtual chess pieces, and includes the second synergy. The number of first target synergies is one or more. The first synergy is the synergy initially configured for the first virtual chess piece. This application embodiment controls the first virtual chess piece to acquire the second synergy of the second virtual chess piece when the first virtual chess piece and the second virtual chess piece meet preset association conditions. This allows the first virtual chess piece to perform game behaviors based on the synergy effects corresponding to the first synergy and / or the first target synergy. This enables virtual chess pieces to not only participate in game battles by associating with and using their own preset fixed synergy attributes, but also by participating in game battles based on the synergy attributes of other virtual chess pieces. This allows players to adjust the synergy attributes of virtual chess pieces according to the actual game strategy requirements, providing players with strategic combat gameplay, enhancing the fun of the game, meeting players' needs for diversified gameplay, and effectively improving the player's game interaction experience.
[0181] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.
[0182] like Figure 17 As shown, Figure 17This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 600 includes a processor 601 with one or more processing cores, a memory 602 with one or more computer-readable storage media, and a computer program stored on the memory 602 and executable on the processor. The processor 601 and the memory 602 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0183] The processor 601 is the control center of the electronic device 600. It connects various parts of the electronic device 600 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 602, and by calling data stored in the memory 602, it executes various functions and processes data of the electronic device 600, thereby providing overall monitoring of the electronic device 600. The processor 601 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this application.
[0184] In this embodiment, the processor 601 in the electronic device 600 loads the instructions corresponding to the processes of one or more applications into the memory 602 according to the following steps, and the processor 601 runs the applications stored in the memory 602 to realize various functions, such as: The graphical user interface corresponding to the first game account is displayed through the terminal device. The graphical user interface displays a virtual scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces that are ready to be deployed, and the preparation area is configured to place virtual chess pieces that are to be deployed. In response to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying a preset association condition, the first virtual chess piece is controlled to obtain the second synergy, wherein the second synergy is the synergy of the second virtual chess piece; The first virtual chess piece is controlled to perform game behaviors according to the synergy effects corresponding to the first synergy and / or the first target synergy, wherein the first target synergy is the synergy that the first virtual chess piece obtains from other virtual chess pieces, the first target synergy includes the second synergy, and the number of the first target synergy is one or more; the first synergy is the synergy initially configured for the first virtual chess piece.
[0185] The electronic device provided in this application embodiment can control the first virtual chess piece to acquire the second synergy of the second virtual chess piece when the first virtual chess piece and the second virtual chess piece meet the preset association conditions. This allows the first virtual chess piece to perform game behaviors according to the synergy effect corresponding to the first synergy and / or the first target synergy. This enables virtual chess pieces to not only participate in game battles by associating and using their own preset fixed synergy attributes, but also to participate in game battles according to the synergy attributes of other virtual chess pieces. This allows players to adjust the synergy attributes of virtual chess pieces according to the actual game strategy needs in the game, providing players with strategic combat gameplay, enhancing the fun of the game, meeting players' needs for diversified gameplay, and effectively improving the player's game interaction experience.
[0186] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0187] Optional, such as Figure 17 As shown, the electronic device 600 also includes: a touch display screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch display screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607. Those skilled in the art will understand that... Figure 17 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0188] The touch display screen 603 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 603 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 601. It can also receive and execute commands from the processor 601. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 601 to determine the type of touch event. Subsequently, the processor 601 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 603 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 603 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 603 can also be used as part of the input unit 606 to achieve input functions.
[0189] The radio frequency circuit 604 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
[0190] Audio circuit 605 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 605 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 605, converted back into audio data, and then processed by processor 601 before being transmitted via radio frequency circuit 604 to, for example, another electronic device, or output to memory 602 for further processing. Audio circuit 605 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.
[0191] The input unit 606 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0192] Power supply 607 is used to supply power to various components of electronic device 600. Optionally, power supply 607 can be logically connected to processor 601 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 607 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0193] although Figure 17 As not shown in the diagram, the electronic device 600 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0194] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0195] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0196] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the game interaction methods provided in this application. The computer program can execute the steps of the following game interaction method: The graphical user interface corresponding to the first game account is displayed through the terminal device. The graphical user interface displays a virtual scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces that are ready to be deployed, and the preparation area is configured to place virtual chess pieces that are to be deployed. In response to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying a preset association condition, the first virtual chess piece is controlled to obtain the second synergy, wherein the second synergy is the synergy of the second virtual chess piece; The first virtual chess piece is controlled to perform game behaviors according to the synergy effects corresponding to the first synergy and / or the first target synergy, wherein the first target synergy is the synergy that the first virtual chess piece obtains from other virtual chess pieces, the first target synergy includes the second synergy, and the number of the first target synergy is one or more; the first synergy is the synergy initially configured for the first virtual chess piece.
[0197] Because the computer program stored in this storage medium can control the first virtual piece to acquire the second synergy of the second virtual piece when the first virtual piece and the second virtual piece meet preset association conditions, the first virtual piece can perform game actions according to the synergy effect corresponding to the first synergy and / or the first target synergy. This allows virtual pieces to not only participate in game battles by associating and using their own preset fixed synergy attributes, but also by participating in game battles according to the synergy attributes of other virtual pieces. This allows players to adjust the synergy attributes of virtual pieces according to the actual game strategy needs, providing players with strategic combat gameplay, enhancing the fun of the game, meeting players' needs for diversified gameplay, and effectively improving the player's game interaction experience.
[0198] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0199] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0200] Since the computer program stored in the computer-readable storage medium can execute any of the game interaction methods provided in the embodiments of this application, it can achieve the beneficial effects that any of the game interaction methods provided in the embodiments of this application can achieve, as detailed in the preceding embodiments, and will not be repeated here.
[0201] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
[0202] In the above embodiments of the game interaction device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the game interaction device, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the game interaction method in the above embodiments, and will not be repeated here.
[0203] The foregoing has provided a detailed description of a game interaction method, device, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. A game interaction method, characterized in that, The method includes: The graphical user interface corresponding to the first game account is displayed through the terminal device. The graphical user interface displays a virtual scene, which includes a battle area and a preparation area. The battle area is configured to place virtual chess pieces that are ready to be deployed, and the preparation area is configured to place virtual chess pieces that are to be deployed. In response to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying a preset association condition, the first virtual chess piece is controlled to obtain a second synergy, wherein the second synergy is the synergy of the second virtual chess piece; The first virtual chess piece is controlled to perform game behaviors according to the synergy effects corresponding to the first synergy and / or the first target synergy, wherein the first target synergy is the synergy that the first virtual chess piece obtains from other virtual chess pieces, the first target synergy includes the second synergy, and the number of the first target synergy is one or more; the first synergy is the synergy initially configured for the first virtual chess piece.
2. The method according to claim 1, characterized in that, The control of the first virtual chess piece to obtain the second synergy includes: Without changing the number of virtual pieces with the second synergy, control the first virtual piece to gain the second synergy; The control of the first virtual chess piece to perform game actions according to the synergy effect corresponding to the first target synergy includes: Get the current activation status of the second synergy; Control the first virtual chess piece to perform game actions based on the synergy effect corresponding to the second synergy determined by the current activation state.
3. The method according to claim 2, characterized in that, The step of controlling the first virtual piece to acquire the second synergy without changing the number of virtual pieces with the second synergy includes: When the first virtual piece is located in the battle area, the first virtual piece is controlled to acquire the second synergy without changing the number of virtual pieces with the second synergy in the battle area.
4. The method according to claim 3, characterized in that, The step of obtaining the current activation status of the second bond includes: Obtain the number of target virtual pieces with the second synergy in the battle area, wherein the target virtual pieces with the second synergy do not include the first virtual piece; The current activation tier is determined based on the number of target virtual pieces with the second synergy and the threshold number of pieces corresponding to different activation tiers of the second synergy, wherein different activation tiers correspond to different synergy effects.
5. The method according to claim 4, characterized in that, The step of controlling the first virtual chess piece to perform game actions according to the synergy effect corresponding to the second synergy determined by the current activation state includes: Control the first virtual chess piece to perform game actions according to the synergy effect corresponding to the current activation level of the second synergy.
6. The method according to claim 1, characterized in that, The step of controlling the first virtual chess piece to obtain the second synergy includes: Add a second synergy tag to the first virtual piece to control the first virtual piece to gain the second synergy.
7. The method according to claim 1, characterized in that, The step of responding to the first virtual chess piece and the second virtual chess piece in the virtual scene satisfying a preset association condition, and controlling the first virtual chess piece to obtain the second synergy, includes: During the preparation phase of the current game round, in response to the association operation on the first virtual piece and the second virtual piece, the association relationship between the first virtual piece and the second virtual piece is established; In response to the second virtual piece triggering a target game event during the current game round's battle phase or in response to the end of the current game round's battle phase, control the first virtual piece to obtain the second synergy.
8. The method according to claim 7, characterized in that, The association operation includes any of the following: Control the first virtual chess piece to release a target game skill to the second virtual chess piece, wherein the target game skill is configured to establish an association between the first virtual chess piece and the second virtual chess piece after being released; Targeted touch operations for the first virtual chess piece and the second virtual chess piece.
9. The method according to claim 8, characterized in that, During the preparation phase of the current game round, in response to the association operation on the first virtual piece and the second virtual piece, establishing the association relationship between the first virtual piece and the second virtual piece includes: During the preparation phase of the current game round, the system responds by controlling the first virtual piece to release the target game skill to the second virtual piece, establishing a connection between the first virtual piece and the second virtual piece, and controlling the target game skill to enter a skill cooldown state.
10. The method according to claim 9, characterized in that, The method further includes: Once the target game skill has been in a cooldown state for the specified duration, the target game skill is controlled to enter the skill usage state. During the preparation phase of other game rounds, in response to controlling the first virtual piece to release the target game skill to the third virtual piece, an association relationship is established between the first virtual piece and the third virtual piece, and the other game rounds are the game rounds after the current game round; In response to the third virtual piece triggering a target game event during the battle phase of another game round or in response to the end of the battle phase of the current game round, the first virtual piece is controlled to obtain the third synergy of the third virtual piece.
11. The method according to claim 7, characterized in that, The target game event includes any of the following: During the current game round's combat phase, the second virtual piece performs specific game actions; During the current game round's combat phase, the second virtual piece achieves the target game outcome.
12. The method according to claim 1, characterized in that, The second virtual piece includes multiple synergy types, and the second synergy is a synergy of a specific type among the multiple synergy types.
13. The method according to claim 7, characterized in that, The second synergy acquired by the first virtual piece is configured to be effective in at least one other game round after the current game round.
14. The method according to claim 7, characterized in that, The method further includes: During the preparation phase of the current game round, in response to the association operation of the first virtual piece and the second virtual piece, if it is detected that the first virtual piece has the same second synergy as the second virtual piece, the association relationship between the first virtual piece and the second virtual piece is stopped, and a first prompt message is displayed through the graphical user interface of the first game account. The first prompt message is used to indicate that the first virtual piece has the same synergy as the second virtual piece.
15. The method according to claim 1, characterized in that, After controlling the first virtual piece to acquire the second synergy, the method further includes: The target indicator is displayed through the graphical user interface of the first game account. The display position of the target indicator is determined based on the display position of the second virtual piece. The target indicator is used to indicate that the source of the second bond is the second virtual piece.
16. The method according to any one of claims 1 to 15, characterized in that, The battle area includes multiple virtual chess pieces that can be deployed, and the method further includes: In response to a first virtual chess piece with a second target synergy in the battle area satisfying the target synergy trigger condition, at least one candidate specific game equipment corresponding to the target synergy trigger condition is displayed through the graphical user interface; wherein, the second target synergy is configured with multiple activation tiers of synergy trigger conditions, and the synergy trigger conditions are used to provide the game account with optional game equipment of the corresponding activation tier after being triggered; different activation tiers of the synergy trigger conditions result in different equipment attributes of the game equipment provided after the synergy trigger conditions are triggered and / or different numbers of equipment that the game account can obtain from the provided game equipment; In response to the selection operation of a target specific game equipment among the at least one candidate specific game equipment, the target specific game equipment is obtained for the first game account; In response to equipping the target first virtual chess piece with the target-specific game equipment, during the game's battle phase, the target first virtual chess piece is controlled to perform game behaviors based on the target game attributes of the target first virtual chess piece and the target equipment attributes of the target-specific game equipment.
17. The method according to claim 16, characterized in that, The response that a first deployed virtual chess piece with a second target synergy in the battle area satisfies the target synergy trigger condition, and the graphical user interface displays at least one candidate specific game equipment corresponding to the target synergy trigger condition, includes: In response to a first virtual chess piece with a second target synergy in the battle area satisfying the first target synergy trigger condition, at least one candidate specific game equipment of the first type corresponding to the first target synergy trigger condition is displayed through the graphical user interface; After the first virtual chess piece with a second target synergy in the battle area satisfies the first target synergy trigger condition, and at least one candidate specific game equipment of the first type corresponding to the first target synergy trigger condition is displayed through the graphical user interface, the method further includes: In response to a first virtual chess piece with a second target synergy in the battle area satisfying the second target synergy trigger condition, at least one candidate specific game equipment of the second type corresponding to the second target synergy trigger condition is displayed through the graphical user interface, wherein the first type is the same as or different from the second type.
18. The method according to claim 16, characterized in that, The method further includes: In response to a virtual piece change event of the first deployed virtual piece with the second target synergy in the battle area, if the first deployed virtual piece with the second target synergy in the battle area after the virtual piece change does not meet any synergy triggering conditions, then the target-specific game equipment is removed from the first game account.
19. The method according to claim 16, characterized in that, The method further includes: In response to the activation of the first target interaction item for the current game round, during the preparation phase of the current game round, the equipment attributes of the target-specific game equipment held by the first game account are processed to obtain the processed target-specific game equipment. In response to the wear command, the target-specific game equipment is worn on the first virtual chess piece in the first virtual chess piece in the first battle; During the game's battle phase, the target's first virtual chess piece is controlled to perform game actions based on the target game attributes of the target's first virtual chess piece and the processed equipment attributes of the target's specific game equipment.
20. The method according to claim 19, characterized in that, The equipment attributes of the processed target-specific game equipment are determined based on at least one of the following parameters: the equipment attributes of the target-specific game equipment, the bond effect corresponding to the current activation state of the second target bond, the current number of processing attempts, and the equipment level of the processed target-specific game equipment.
21. The method according to claim 16, characterized in that, The method further includes: In response to the activation of the second target interaction item for the current game round, during the battle phase of the current game round, a first number of recommended specific game equipment is configured for the target second deployed virtual chess piece, wherein the target second deployed virtual chess piece is a virtual chess piece in the battle area wearing the second number of target specific game equipment.
22. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game interaction method as described in any one of claims 1 to 21.
23. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game interaction method as described in any one of claims 1 to 21.