Game interaction control method and device and electronic equipment

CN121891777APending Publication Date: 2026-04-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-01-23
Publication Date
2026-04-21

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Abstract

The invention provides a game interaction control method and device and electronic equipment. The method comprises the following steps: in response to an attack action of a first object, hitting a second object, and determining an accumulated number of times of executing the attack action by the first object; in response to the fact that the accumulated number of times reaches the preset number of times, the first object and the second object are controlled to fight, and a first game gain is provided for the first object and / or a first game benefit reduction is provided for the second object; wherein the preset number of times is greater than 1. In the mode, after the attack action hits the second object, the triggered fighting mode is determined by counting the number of times of the attack action, and corresponding gain or benefit reduction is provided for different objects according to the fighting mode, so that the fighting interaction triggering mode is enriched, and the fighting strategy and the fighting experience are improved.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a game interactive control method, device, and electronic device. Background Technology

[0002] In gameplay, player characters can engage in combat interactions with non-player characters or other player characters. Typically, this interaction is triggered when the player character performs a specific action on a target. However, the triggering method for these interactions is relatively simple, impacting both strategic depth and the overall combat experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game interaction control method, device and electronic device to enrich the triggering methods of combat interaction and improve combat strategy and combat experience.

[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, which provides a graphical user interface through a terminal device, wherein a first object in the game is controlled through the terminal device, and the method includes: in response to the first object's attack action hitting a second object, determining the cumulative number of times the first object performs the attack action; in response to the cumulative number reaching a preset number, controlling the first object to fight against the second object, and providing the first object with a first game buff and / or providing the second object with a first game debuff; wherein the preset number is greater than 1.

[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, which provides a graphical user interface through a terminal device. A first object in the game is controlled through the terminal device. The device includes: a count module, used to determine the cumulative number of times the first object performs an attack action in response to the first object's attack action hitting a second object; and a battle initiation module, used to control the first object and the second object to engage in battle in response to the cumulative count reaching a preset number, and to provide the first object with a first game buff and / or the second object with a first game debuff; wherein the preset number is greater than 1.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.

[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the aforementioned game.

[0008] The embodiments of the present invention bring the following beneficial effects: The interactive control method, device, and electronic device of the above game provide a graphical user interface through a terminal device. The first object in the game is controlled through the terminal device. In response to the first object's attack action hitting the second object, the cumulative number of times the first object performs the attack action is determined. In response to the cumulative number reaching a preset number, the first object is controlled to fight against the second object, and a first game buff is provided to the first object and / or a first game debuff is provided to the second object. The preset number is greater than 1.

[0009] In the above method, after the attack hits the second target, the number of attack actions is counted to determine the triggered combat mode, and corresponding buffs or debuffs are provided to different targets according to the combat mode, which enriches the triggering methods of combat interaction and improves the combat strategy and combat experience.

[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention; Figure 2 A schematic diagram of a first activation identifier and a second activation identifier provided in an embodiment of the present invention; Figure 3 This is a schematic diagram illustrating whether a first activation identifier has been successfully applied, provided in an embodiment of the present invention. Figure 4 A schematic diagram illustrating the third activation identifier, the first parameter, and the reference parameter provided in an embodiment of the present invention; Figure 5 This is a schematic diagram of the third activation flag when the attack action fails, provided in an embodiment of the present invention. Figure 6A schematic diagram of an interactive control device for a game provided in an embodiment of the present invention; Figure 7 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0014] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0015] Considering that the triggering methods for combat interaction are relatively simple, which affects the combat strategy and combat experience, the present invention provides a game interaction control method, device and electronic device that can be applied to various games, such as turn-based games and open-world exploration games.

[0016] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control 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 client devices.

[0017] 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 the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0018] 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.

[0019] In one possible implementation, this invention provides an interactive control method for a game, providing a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interactive system. A first object in the game is controlled through the terminal device; this first object can be a game character, game pet, virtual vehicle, etc. The terminal device controls the first object by issuing control commands, such as controlling the first object to move, attack, or release skills.

[0020] like Figure 1 As shown, the interactive control method of this game includes the following steps: Step S102: In response to the attack action of the first object hitting the second object, determine the cumulative number of times the first object has performed the attack action; The second object can be a non-player character or an object controlled by other terminal devices. The first object executes an attack action under the control of the terminal device. This attack action can include single-target attack actions or group attack actions. For example, when the first object is holding items such as firearms or daggers, it can execute a single-target attack action. When the first object executes a single-target attack action, a detection ray or a detection collider can be generated in the game scene based on parameters such as the first object's orientation and position. If the aforementioned second object comes into contact with the detection ray or detection collider, it is determined that the attack action has hit the second object.

[0021] For example, if the first object wields a spear and performs a sweeping motion, or if the first object releases an explosive skill, it can perform a group attack action. When the first object performs a group attack action, a range collision body can be generated in the game scene based on the first object's orientation, position, and the range of the attack action. If the aforementioned second object is located within this range collision body, then it is determined that the attack action hits the second object.

[0022] The number of second objects hit by an attack action can be one or more. For example, when the attack action is the aforementioned single-target attack action, the second object is usually one; when the attack action is the aforementioned group attack action, all objects within the collision range are the hit objects, and the second object may be one or more.

[0023] When the attack action of the first object hits the second object, the attack action that hits the second object may be the first attack action of the first object against the second object, or it may not be the first attack action against the second object; for example, the first object executes two attack actions, the first attack action does not hit the second object, and the second attack action hits the second object.

[0024] In this step, regardless of whether the attack hits the second target, the cumulative count is recorded until it reaches a preset count. If the cumulative count has not reached the preset count, it checks whether the next attack hits and whether the preset count has been reached after the attack is executed. If the attack does not hit the second target but the preset count has been reached after the attack is executed, the cumulative count is reset.

[0025] Step S104: In response to the cumulative number of times reaching a preset number, control the first object to fight against the second object, and provide the first object with a first game buff and / or provide the second object with a first game debuff; wherein, the preset number of times is greater than 1.

[0026] The cumulative count mentioned above refers to the number of times the first target launches an attack against the second target. This means the cumulative count is recorded regardless of whether the attack hits the second target. The preset count can be set in advance, for example, 3 times, 5 times, etc.

[0027] After a preset number of attempts are completed, a battle between the first and second targets begins, granting the first target a certain advantage. This advantage can be a direct game buff, such as giving the first target priority, granting more action turns, or increasing its attack, defense, or health. Alternatively, it can be a debuff, indirectly benefiting the first target by delaying its action, consuming its resources, reducing its attack, or decreasing its health. The advantage can also include both the game buff and the debuff provided to the second target.

[0028] The interactive control method of the above game provides a graphical user interface through a terminal device. The first object in the game is controlled through the terminal device. In response to the first object's attack action hitting the second object, the cumulative number of times the first object performs the attack action is determined. In response to the cumulative number reaching a preset number, the first object is controlled to fight against the second object, and a first game buff is provided to the first object and / or a first game debuff is provided to the second object. The preset number is greater than 1.

[0029] In the above method, after the attack hits the second target, the number of attack actions is counted to determine the triggered combat mode, and corresponding buffs or debuffs are provided to different targets according to the combat mode, which enriches the triggering methods of combat interaction and improves the combat strategy and combat experience.

[0030] In one implementation, in response to an attack action by a first object hitting a second object, it is determined whether the first object is visible relative to the second object; if not visible, the first object is controlled to engage in combat with the second object, and a second game buff is provided to the first object and / or a second game debuff is provided to the second object; if visible, the step of determining the cumulative number of times the first object has performed an attack action is executed.

[0031] The visibility of the first object relative to the second object can be understood as the second object discovering the existence of the first object, or the second object obtaining the position of the first object. Pre-defined conditions can be set for determining whether the first object is visible relative to the second object. For example, a reference range can be determined based on the position and orientation of the second object; when the first object is within this reference range, it is determined that the first object is visible relative to the second object. Alternatively, a reference range can be determined based on the position and orientation of the second object; when the first object is within this reference range and triggers a specified event, such as performing a specified action or emitting a sound, it is determined that the first object is visible relative to the second object.

[0032] In this embodiment, the purpose of the first object performing an attack action on the second object is to trigger a game battle event, so that the first object and the second object can engage in battle; when the second object is hit by the attack action, it is determined whether to control the first object to engage in battle with the second object based on whether the first object is visible to the second object.

[0033] After an attack hits the second target, and the first target is invisible relative to the second target, the attack can be understood as a "sneak attack" or "hidden attack". The game battle event is triggered, and the first and second targets immediately engage in battle to complete the battle mission of the first target relative to the second target. This way of entering battle can be called "hidden attack entry".

[0034] After an attack hits the second target, and the first target is visible relative to the second target, this can be understood as a normal attack or a "locked-on" attack. The first and second targets cannot immediately enter combat; instead, they need to execute a preset number of attack actions, with at least the last attack hitting the second target, before a game battle event is triggered, meaning the first and second targets immediately engage in combat. This method of entering combat can be called active entry into battle.

[0035] When the first object is invisible to the second object, it is more difficult for the first object's attack to hit the second object. Therefore, the strength of the second game buff is stronger than the strength of the first game buff, and the strength of the second game debuff is stronger than the strength of the first game debuff.

[0036] The second game benefit can be to give the first target priority, provide the first target with more action turns, increase the first target's attack power, defense power, or health, etc.; the second game debuff can be to delay the second target's action, consume the second target's game resources, reduce the second target's attack power, or reduce the second target's health, etc.

[0037] In the above method, when the first object hits the second object while the first object is invisible to the second object, it provides a greater advantage to the first object. This helps guide users to actively adjust the battle triggering method to gain more battle advantages, enriches the triggering methods of battle interaction, and improves the strategic nature and experience of battle.

[0038] Specifically, in response to the first object performing an attack action, the cumulative number of times the first object performs an attack action is increased; in response to the first object's attack action failing to hit the second object and the cumulative number of times reaching the preset number, the cumulative number of times is reset; in response to the first object's attack action failing to hit the second object and the cumulative number of times not reaching the preset number, the cumulative number of times is recorded.

[0039] The initial value of the cumulative count is 0. Each time the first object performs an attack action, the cumulative count increases by 1. When the cumulative count reaches the preset number, and the first object's attack action consistently fails to hit the second object, the cumulative count is reset to the initial value. When the first object continues to perform an attack action, the cumulative count is recalculated. If the cumulative count has not reached the preset number and the second object is not hit by the attack action, the cumulative count is recorded; that is, each time an attack action is performed, the cumulative count increases by 1.

[0040] Additionally, if the cumulative count does not reach the preset number, the cumulative count is recorded. That is, when the first target performs an attack action, regardless of whether the attack action hits the second target, the cumulative count is recorded, i.e., the cumulative count increases by 1; when the last attack action within the preset number of hits the second target, a game battle event is triggered.

[0041] As described above, when the first object is visible to the second object, the first object needs to perform an attack action a preset number of times, and the cumulative number of times is recorded during the execution of the attack action. The continuous recording of the cumulative number of times needs to meet specified conditions. Specifically, after recording the cumulative number of times, it is determined whether the first object performs the attack action again under specified conditions. These specified conditions include: a specified time interval, and / or, the terminal device does not receive a new control command. If the attack action is not performed again under the specified conditions, the cumulative number of times is reset.

[0042] The specified condition can include only the specified time interval, only the fact that the terminal device has not received a new control command, or both. When the specified condition includes the specified time interval, this time interval needs to be preset, for example, 1 second, 2 seconds, etc. After the cumulative count is recorded, if an attack action is specified again within the specified time interval, the cumulative count will increase. If the first target does not specify an attack action again within the specified time interval after the cumulative count is recorded, the cumulative count will be reset to 0. That is, when the specified condition includes the specified time interval, the first target needs to specify attack actions continuously, and the time interval between two adjacent attack actions cannot exceed the aforementioned specified time interval. If it exceeds the specified time interval, the cumulative count will be reset, i.e., the cumulative count will be recounted.

[0043] If, under specified conditions including the terminal device not receiving new control commands, the cumulative count is recorded, and before the cumulative count reaches a preset number, a new control command (e.g., a movement command, a turning command, or the release of another skill) is received, the cumulative count is reset and needs to be recalculated. In this method, during the attack action of the first target for the specified preset number of times, the user must not issue any new control commands; if a new control command is issued, the cumulative count is reset.

[0044] This can be understood as follows: when the first target performs an attack action and the cumulative count starts to update, subsequent attack actions need to be issued under specified conditions until the preset number of attacks is reached; if no subsequent attack actions are issued under the specified conditions, the cumulative count will be reset.

[0045] In the above methods, the first target can enter the battle by actively entering when visible or by secretly entering when invisible, which enriches the ways to enter the battle. Users can flexibly choose the battle strategy according to the real-time status, thus improving the game experience.

[0046] In one implementation, in response to an attack action by the first object hitting the second object and the cumulative number of hits not reaching a preset number, a first activation flag corresponding to the cumulative number of hits is displayed; wherein, the first activation flag is used to indicate that the attack action corresponding to the cumulative number of hits has been executed, and the display status of the first activation flag indicates the hit status of the attack action.

[0047] If the first target performs an attack action only once and hits the second target, a first activation marker is displayed. If the first target performs multiple attack actions, but the preset number of attacks is not reached, a first activation marker is displayed whenever the second target is hit during any of the multiple attack actions. The number of first activation markers is the same as the cumulative number of attack actions; for example, if the cumulative number of attacks is 2, then 2 first activation markers are displayed. The hit status of the attack action includes hitting the second target and missing the second target. When the attack action hits the second target, the corresponding first activation marker is displayed in a first display state, such as flashing, highlighting, or displaying with a specified symbol. When the attack action misses the second target, the corresponding first activation marker is displayed in a second display state, such as grayscale or a broken state.

[0048] In response to an attack action by the first object hitting the second object, and the cumulative number of times has not reached the preset number, a second activation flag is displayed corresponding to the difference between the preset number and the cumulative number; wherein, the second activation flag is used to indicate that the attack action corresponding to the difference between the preset number and the cumulative number is to be executed.

[0049] This can be understood as the sum of the number of second activation identifiers and the number of first activation identifiers equaling a preset number of times; during the process of the first target performing the attack action, the second activation identifier is updated to the first activation identifier. Figure 2 In the example, the preset number of times is 3. When the attack action is executed for the first time and hits, the first activation flag corresponding to the first attack action is displayed. The display status of the first activation flag indicates that the attack action hits. At the same time, two second activation flags corresponding to the second and third attack actions to be executed are also displayed.

[0050] exist Figure 3 In the game, if a second attack attempt misses, the second activation flag corresponding to the second attack attempt switches to the first activation flag, and the display status of the first activation flag indicates that the attack attempt missed. After the third attack attempt, a game battle event is triggered.

[0051] Additionally, the first activation flag also indicates the number of parameters in the first parameter. Specifically, the number of first activation flags when the attack action hits represents the number of parameters in the first parameter. Furthermore, in response to a reset of the cumulative count, the display of the first activation flag is canceled. When the cumulative count is reset, it means that the first object has not completed the preset number of attack actions, and the cumulative count of attack actions restarts; after the first activation flag is canceled, if the first object continues to execute attack actions and hits, the first activation flag will be displayed again.

[0052] In the above method, by activating the flag to indicate whether the attack action hit and the number of the first parameter, the user can be guided to decide whether to continue the attack action during the specified attack action. The user can adjust the attack decision according to the real-time status, which improves the game experience.

[0053] In one implementation, in response to the cumulative number of times reaching a preset number, a third activation identifier corresponding to the cumulative number of times is displayed; wherein, the third activation identifier is used to indicate: whether the attack action hits the second object or misses the second object; the third activation identifier corresponding to when the attack action hits the second object is associated with a preset first parameter pool; wherein, the first parameter pool includes multiple parameters.

[0054] The third activation identifier can be a dice identifier, a spinning wheel identifier, etc.; each cumulative count corresponds to a third activation identifier, and different identifier display formats indicate whether the attack action corresponding to the third activation identifier has hit; for example, when the third activation identifier is displayed in color, it means that the corresponding attack action has hit, and when the third activation identifier is displayed in grayscale, it means that the corresponding attack action has not hit.

[0055] The number of parameters in the first parameter pool is related to the number of hits of the attack action. Only the third activation flag corresponding to a hit attack action provides access to the first parameter pool. For example, if the cumulative count is 3 and the hit count is 2, three third activation flags are displayed, with two of them associated with the first parameter pool. Figure 5 In the example, the cumulative number of attacks is 3. If the first attack fails, the first third activation identifier is not associated with the first parameter pool, and therefore the first parameter cannot be obtained. If the second and third attacks succeed, the second and third third activation identifiers are associated with the first parameter pool, and the first parameters obtained are 2 and 4 respectively.

[0056] Obtain the first parameter from the first parameter pool; control the first object and the second object to enter the game battle scene, and provide the first object with a third game benefit and / or the second object with a third game debuff according to the first parameter, wherein the game battle scene is used at least to provide a battle environment for the first object and the second object.

[0057] The parameters in the first parameter pool can have a preset parameter range, for example, the first parameter pool includes integers from 1 to 6; the parameters in the first parameter pool may also not have a parameter range; the first parameter can be randomly obtained from the first parameter pool, or it can be obtained in a preset order. Among multiple parameters in the first parameter pool, there can be parameters with the same parameter value, or any two parameters can have different parameter values, without specific limitations.

[0058] Specifically, the system controls the first and second objects to switch from their current scene to the game battle scene. When the first parameter is obtained, the first object is not currently located in the game battle scene. Its current scene can be any other game scene besides the battle scene, such as a world scene or a social scene. Game battle events can also be triggered within this game scene. After obtaining the first parameter, the first object enters the game battle scene, and the second object also enters the game battle scene.

[0059] In addition to the aforementioned first and second game benefits, the third game benefit here is an additional game benefit provided to the first object based on the first parameter; the third game benefit can be giving the first object priority, providing the first object with more action turns, increasing the first object's attack power, defense power, or health, etc. Similarly, the third game debuff is an additional game debuff provided to the second object based on the first parameter, in addition to the aforementioned first and second game debuffs. The third game debuff can be causing the second object to delay its action, consuming the second object's game resources, reducing the second object's attack power, or reducing the second object's health, etc.

[0060] Specifically, the third game gain and / or third game debuff can be determined based on the magnitude of the first parameter, or based on the comparison between the first parameter and other parameters. In actual implementation, the third game gain can be provided only to the first object, or the third game debuff can be provided only to the second object, or the third game gain and debuff can be provided to both the first and second objects based on the first parameter.

[0061] In another implementation, in response to an attack action by the first object hitting the second object, and the first object being invisible relative to the second object, a preset maximum number of third activation markers are displayed; wherein, the third activation markers are used to indicate that the attack action hits the second object; the third activation markers are associated with a preset first parameter pool; wherein, the first parameter pool includes multiple parameters; the first parameter is obtained from the first parameter pool; the first object and the second object are controlled to enter the game battle scene, and a third game buff is provided to the first object and / or a third game debuff is provided to the second object according to the first parameter, wherein, the game battle scene is used at least to provide a battle environment for the first object and the second object.

[0062] When the first object is not visible relative to the second object, the first object only needs to perform one attack action and hit the second object to control the first object and the second object to enter the battle. Since this way of triggering the game battle is more difficult, the maximum number of third activation tokens can be provided, corresponding to the maximum number of first parameter pools, and the maximum number of first parameters can be obtained accordingly.

[0063] For example, the maximum number is 3. Three third-level activation identifiers are displayed, and three first-parameter pools are provided. One first parameter is obtained from each first-parameter pool, for a total of three first parameters. Each first-parameter pool contains multiple parameters, and the first parameter is randomly selected from each pool. Figure 4 In the example, when the maximum number is 3, 3 third activation identifiers are provided, corresponding to 3 parameter pools. Each parameter pool randomly provides a first parameter, for a total of 3 first parameters, which are 6, 2 and 4.

[0064] Specifically, it displays the baseline parameters corresponding to the second object; such as Figure 4 and Figure 5 In the graphical user interface, a baseline parameter and a first parameter are displayed, where the first parameter can be one or more. A fourth game gain is provided to the first object when the sum of the first parameter is greater than or equal to the baseline parameter; a fifth game gain is provided to the first object when the sum of the first parameter is less than the baseline parameter; wherein the gain strength of the fourth game gain is stronger than the gain strength of the fifth game gain.

[0065] For example, such as Figure 4 If the sum of the first parameter is 11, which is less than the baseline parameter 17, the fifth game buff provided to the first object can be an increase of 20% in the damage of the attack skill; if the first parameter is 9, 8, or 7, and the sum of the parameters is 24, which is greater than the baseline parameter 17, the fourth game buff provided to the first object can be an increase of 40% in the damage of the attack skill.

[0066] If the sum of the first parameter is greater than or equal to the base parameter, a fourth game debuff is applied to the second object; if the sum of the first parameter is less than the base parameter, a fifth game debuff is applied to the second object; wherein the debuff strength of the fourth game debuff is higher than that of the fifth game debuff. For example, as shown... Figure 4 If the sum of the first parameter is 11, which is less than the baseline parameter 17, the fifth game debuff provided to the second object can be a 40% reduction in the defense level of the defense skill; if the first parameter is 9, 8, 7, and the sum of the parameters is 24, which is greater than the baseline parameter 17, the fourth game debuff provided to the second object can be a 20% reduction in the defense level of the defense skill.

[0067] In the above method, by comparing parameters to give or take benefits to both sides, the combat capabilities of both sides are changed, which reduces the impact of the inherent combat capabilities of both sides on the battle results. This makes the combat strategies and results more varied, and increases the game's strategic and combat experience.

[0068] Furthermore, in response to the cumulative number of attacks not reaching the preset number, and the first object being hit by an attack from the second object, the game controls the first object to engage in combat with the second object, and provides the first object with a specified game debuff. During the first object's attack action, the second object may also attack the first object. When the first object's cumulative attack action count is less than the preset number, and it is hit by the second object, a game combat event is also triggered, controlling the first object to engage in combat with the second object. However, since the first object is hit by the second object's attack, a specified game debuff is provided to the first object, such as reduced health, inability to respond to attack commands, or inability to respond to movement commands.

[0069] See Figure 6 The illustrated interactive control device for a game provides a graphical user interface via a terminal device. A first object in the game is controlled via the terminal device. The device includes: The count module 60 is used to determine the cumulative number of times the first object performs the attack action in response to the attack action of the first object hitting the second object. The battle initiation module 62 is used to control the first object and the second object to engage in battle in response to the cumulative number of times reaching a preset number, and to provide the first object with a first game buff and / or the second object with a first game debuff; wherein the preset number of times is greater than 1.

[0070] The interactive control device of the aforementioned game provides a graphical user interface through a terminal device. The first object in the game is controlled through the terminal device. In response to the first object's attack action hitting the second object, the cumulative number of times the first object performs the attack action is determined. In response to the cumulative number reaching a preset number, the first object is controlled to fight against the second object, and a first game buff is provided to the first object and / or a first game debuff is provided to the second object. The preset number is greater than 1.

[0071] In the above method, after the attack hits the second target, the number of attack actions is counted to determine the triggered combat mode, and corresponding buffs or debuffs are provided to different targets according to the combat mode, which enriches the triggering methods of combat interaction and improves the combat strategy and combat experience.

[0072] The aforementioned device further includes a visibility determination module, configured to: in response to the attack action of the first object hitting the second object, determine whether the first object is visible relative to the second object; if not visible, control the first object to engage in combat with the second object, and provide the first object with a second game buff and / or provide the second object with a second game debuff; if visible, execute the step of determining the cumulative number of times the first object has performed an attack action.

[0073] The aforementioned device further includes a first statistics module, configured to: control the increase of the cumulative number of times the first object performs an attack action in response to the first object performing an attack action; reset the cumulative number of times in response to the first object's attack action failing to hit the second object and the cumulative number of times reaching a preset number; and record the cumulative number of times in response to the first object's attack action failing to hit the second object and the cumulative number of times not reaching a preset number.

[0074] The aforementioned device also includes a recording module for: recording the cumulative number of times in response to the cumulative number of times not reaching a preset number of times.

[0075] The aforementioned device further includes a reset module, used to: determine whether the first object performs an attack action again under specified conditions; wherein the specified conditions include: a specified time interval, and / or, the terminal device does not receive a new control command; if the attack action is not performed again under the specified conditions, the cumulative number of times is reset.

[0076] The aforementioned device further includes a first identification module, used to: in response to an attack action by the first object hitting the second object and the cumulative number of hits not reaching a preset number, display a first activation identifier corresponding to the number of hits; wherein, the first activation identifier is used to indicate that the attack action corresponding to the cumulative number of hits has been executed, and the display status of the first activation identifier indicates the hit status of the attack action.

[0077] The aforementioned device further includes a second identification module, used to: in response to an attack action by the first object hitting the second object and the cumulative number of hits not reaching a preset number of hits, display a second activation identifier corresponding to the difference between the preset number of hits and the cumulative number of hits; wherein the second activation identifier is used to indicate that an attack action corresponding to the difference between the preset number of hits and the cumulative number of hits is to be executed.

[0078] The aforementioned device also includes a cancellation display module for: canceling the display of the first activation identifier in response to a cumulative count reset.

[0079] The aforementioned device further includes a third identification module, used for: displaying a number of third activation identifiers corresponding to the cumulative number of times in response to the cumulative number of times being reached; wherein the third activation identifier is used to indicate: whether the attack action hits the second object or misses the second object; the third activation identifier corresponding to the attack action hitting the second object is associated with a preset first parameter pool; wherein the first parameter pool includes multiple parameters; obtaining the first parameter from the first parameter pool; controlling the first object and the second object to enter the game battle scene, and providing the first object with a third game buff and / or providing the second object with a third game debuff according to the first parameter, wherein the game battle scene is at least used to provide a battle environment for the first object and the second object.

[0080] The aforementioned device further includes a fourth identification module, configured to: in response to an attack action by the first object hitting the second object, and the first object being invisible relative to the second object, display a preset maximum number of third activation identifiers; wherein the third activation identifiers are used to indicate that the attack action hits the second object; the third activation identifiers are associated with a preset first parameter pool; wherein the first parameter pool includes multiple parameters; obtain the first parameter from the first parameter pool; control the first object and the second object to enter a game battle scene, and provide the first object with a third game buff and / or provide the second object with a third game debuff according to the first parameter, wherein the game battle scene is at least used to provide a battle environment for the first object and the second object.

[0081] The aforementioned device further includes a reference parameter display module, used to: display reference parameters corresponding to the second object; the aforementioned third or fourth identification module is used to: provide a fourth game gain to the first object in response to the sum of the first parameter being greater than or equal to the reference parameter; provide a fifth game gain to the first object in response to the sum of the first parameter being less than the reference parameter; wherein the gain intensity of the fourth game gain is stronger than the gain intensity of the fifth game gain; provide a fourth game debuff to the second object in response to the sum of the first parameter being greater than or equal to the reference parameter; provide a fifth game debuff to the second object in response to the sum of the first parameter being less than the reference parameter; wherein the debuff intensity of the fourth game debuff is higher than the debuff intensity of the fifth game debuff.

[0082] The aforementioned device also includes a debuff module, used to: in response to the fact that the cumulative number of attempts has not reached a preset number and the first object is hit by an attack from the second object, control the first object to engage in combat with the second object, and provide the first object with a specified game debuff.

[0083] The aforementioned device also includes a scene switching module, used to control the first object and the second object to switch from their current scene to the game battle scene.

[0084] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.

[0085] See Figure 7 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the game described above.

[0086] Furthermore, Figure 7 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0087] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 7 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0088] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0089] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game: A game interaction control method provides a graphical user interface through a terminal device, wherein a first object in the game is controlled through the terminal device. The method includes: in response to the first object's attack action hitting a second object, determining the cumulative number of times the first object performs the attack action; in response to the cumulative number reaching a preset number, controlling the first object to fight against the second object, and providing the first object with a first game buff and / or providing the second object with a first game debuff; wherein the preset number is greater than 1.

[0090] Before determining the cumulative number of times the first object performs an attack action, the method further includes: in response to the first object's attack action hitting the second object, determining whether the first object is visible relative to the second object; if not visible, controlling the first object to engage in combat with the second object, and providing the first object with a second game buff and / or providing the second object with a second game debuff; if visible, performing the step of determining the cumulative number of times the first object performs an attack action.

[0091] Before the attack action of the first object hits the second object, the method further includes: in response to the first object executing the attack action, controlling the cumulative number of times the first object executes the attack action; in response to the first object's attack action not hitting the second object and the cumulative number reaching a preset number, resetting the cumulative number; in response to the first object's attack action not hitting the second object and the cumulative number not reaching the preset number, recording the cumulative number.

[0092] The above method also includes: recording the cumulative number of times in response to the fact that the cumulative number of times has not reached the preset number of times.

[0093] After recording the cumulative number of times, the method further includes: determining whether the first object performs an attack action again under specified conditions; wherein, the specified conditions include: a specified time interval, and / or, the terminal device does not receive a new control command; if the attack action is not performed again under the specified conditions, the cumulative number of times is reset.

[0094] The above method further includes: in response to the attack action of the first object hitting the second object and the cumulative number of hits not reaching the preset number of hits, displaying a first activation flag corresponding to the number of hits; wherein, the first activation flag is used to indicate that the attack action corresponding to the cumulative number of hits has been executed, and the display status of the first activation flag indicates the hit status of the attack action.

[0095] The above method further includes: in response to the attack action of the first object hitting the second object and the cumulative number of times not reaching the preset number of times, displaying a second activation flag corresponding to the difference between the preset number of times and the cumulative number of times; wherein the second activation flag is used to indicate that the attack action corresponding to the difference between the preset number of times and the cumulative number of times is to be executed.

[0096] The above method also includes: in response to a reset of the cumulative count, canceling the display of the first activation identifier.

[0097] The above method further includes: in response to the cumulative number of times reaching a preset number, displaying a third activation identifier corresponding to the cumulative number of times; wherein the third activation identifier is used to indicate: whether the attack action hits the second object or misses the second object; the third activation identifier corresponding to the attack action hitting the second object is associated with a preset first parameter pool; wherein the first parameter pool includes multiple parameters; obtaining the first parameter from the first parameter pool; controlling the first object and the second object to enter the game battle scene, and providing the first object with a third game buff and / or providing the second object with a third game debuff according to the first parameter, wherein the game battle scene is at least used to provide a battle environment for the first object and the second object.

[0098] The method further includes: in response to an attack action by the first object hitting the second object, and the first object being invisible relative to the second object, displaying a preset maximum number of third activation markers; wherein the third activation markers are used to indicate that the attack action hits the second object; the third activation markers are associated with a preset first parameter pool; wherein the first parameter pool includes multiple parameters; obtaining the first parameter from the first parameter pool; controlling the first object and the second object to enter a game battle scene, and providing the first object with a third game buff and / or providing the second object with a third game debuff according to the first parameter, wherein the game battle scene is at least used to provide a battle environment for the first object and the second object.

[0099] Before obtaining the first parameter from the first parameter pool, the method further includes: displaying the baseline parameter corresponding to the second object; providing a third game gain to the first object based on the first parameter, including: providing a fourth game gain to the first object in response to the sum of the first parameter being greater than or equal to the baseline parameter; providing a fifth game gain to the first object in response to the sum of the first parameter being less than the baseline parameter; wherein the gain strength of the fourth game gain is stronger than the gain strength of the fifth game gain; and providing a third game debuff to the second game object based on the first parameter, including: providing a fourth game debuff to the second object in response to the sum of the first parameter being greater than or equal to the baseline parameter; providing a fifth game debuff to the second object in response to the sum of the first parameter being less than the baseline parameter; wherein the debuff strength of the fourth game debuff is higher than the debuff strength of the fifth game debuff.

[0100] The above method also includes: in response to the fact that the cumulative number of times has not reached the preset number and the first object is hit by an attack from the second object, controlling the first object to fight against the second object and providing the first object with a specified game debuff.

[0101] Before the first object and the second object engage in combat, the method also includes: controlling the first object and the second object to switch from their current scene to the game battle scene.

[0102] In the above method, after the attack hits the second target, the number of attack actions is counted to determine the triggered combat mode, and corresponding buffs or debuffs are provided to different targets according to the combat mode, which enriches the triggering methods of combat interaction and improves the combat strategy and combat experience.

[0103] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.

[0104] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the interactive control method of the game: A game interaction control method provides a graphical user interface through a terminal device, wherein a first object in the game is controlled through the terminal device. The method includes: in response to the first object's attack action hitting a second object, determining the cumulative number of times the first object performs the attack action; in response to the cumulative number reaching a preset number, controlling the first object to fight against the second object, and providing the first object with a first game buff and / or providing the second object with a first game debuff; wherein the preset number is greater than 1.

[0105] Before determining the cumulative number of times the first object performs an attack action, the method further includes: in response to the first object's attack action hitting the second object, determining whether the first object is visible relative to the second object; if not visible, controlling the first object to engage in combat with the second object, and providing the first object with a second game buff and / or providing the second object with a second game debuff; if visible, performing the step of determining the cumulative number of times the first object performs an attack action.

[0106] Before the attack action of the first object hits the second object, the method further includes: in response to the first object executing the attack action, controlling the cumulative number of times the first object executes the attack action; in response to the first object's attack action not hitting the second object and the cumulative number reaching a preset number, resetting the cumulative number; in response to the first object's attack action not hitting the second object and the cumulative number not reaching the preset number, recording the cumulative number.

[0107] The above method also includes: recording the cumulative number of times in response to the fact that the cumulative number of times has not reached the preset number of times.

[0108] After recording the cumulative number of times, the method further includes: determining whether the first object performs an attack action again under specified conditions; wherein, the specified conditions include: a specified time interval, and / or, the terminal device does not receive a new control command; if the attack action is not performed again under the specified conditions, the cumulative number of times is reset.

[0109] The above method further includes: in response to the attack action of the first object hitting the second object and the cumulative number of hits not reaching the preset number of hits, displaying a first activation flag corresponding to the number of hits; wherein, the first activation flag is used to indicate that the attack action corresponding to the cumulative number of hits has been executed, and the display status of the first activation flag indicates the hit status of the attack action.

[0110] The above method further includes: in response to the attack action of the first object hitting the second object and the cumulative number of times not reaching the preset number of times, displaying a second activation flag corresponding to the difference between the preset number of times and the cumulative number of times; wherein the second activation flag is used to indicate that the attack action corresponding to the difference between the preset number of times and the cumulative number of times is to be executed.

[0111] The above method also includes: in response to a reset of the cumulative count, canceling the display of the first activation identifier.

[0112] The above method further includes: in response to the cumulative number of times reaching a preset number, displaying a third activation identifier corresponding to the cumulative number of times; wherein the third activation identifier is used to indicate: whether the attack action hits the second object or misses the second object; the third activation identifier corresponding to the attack action hitting the second object is associated with a preset first parameter pool; wherein the first parameter pool includes multiple parameters; obtaining the first parameter from the first parameter pool; controlling the first object and the second object to enter the game battle scene, and providing the first object with a third game buff and / or providing the second object with a third game debuff according to the first parameter, wherein the game battle scene is at least used to provide a battle environment for the first object and the second object.

[0113] The method further includes: in response to an attack action by the first object hitting the second object, and the first object being invisible relative to the second object, displaying a preset maximum number of third activation markers; wherein the third activation markers are used to indicate that the attack action hits the second object; the third activation markers are associated with a preset first parameter pool; wherein the first parameter pool includes multiple parameters; obtaining the first parameter from the first parameter pool; controlling the first object and the second object to enter a game battle scene, and providing the first object with a third game buff and / or providing the second object with a third game debuff according to the first parameter, wherein the game battle scene is at least used to provide a battle environment for the first object and the second object.

[0114] Before obtaining the first parameter from the first parameter pool, the method further includes: displaying the baseline parameter corresponding to the second object; providing a third game gain to the first object based on the first parameter, including: providing a fourth game gain to the first object in response to the sum of the first parameter being greater than or equal to the baseline parameter; providing a fifth game gain to the first object in response to the sum of the first parameter being less than the baseline parameter; wherein the gain strength of the fourth game gain is stronger than the gain strength of the fifth game gain; and providing a third game debuff to the second game object based on the first parameter, including: providing a fourth game debuff to the second object in response to the sum of the first parameter being greater than or equal to the baseline parameter; providing a fifth game debuff to the second object in response to the sum of the first parameter being less than the baseline parameter; wherein the debuff strength of the fourth game debuff is higher than the debuff strength of the fifth game debuff.

[0115] The above method also includes: in response to the fact that the cumulative number of times has not reached the preset number and the first object is hit by an attack from the second object, controlling the first object to fight against the second object and providing the first object with a specified game debuff.

[0116] Before the first object and the second object engage in combat, the method also includes: controlling the first object and the second object to switch from their current scene to the game battle scene.

[0117] In the above method, after the attack hits the second target, the number of attack actions is counted to determine the triggered combat mode, and corresponding buffs or debuffs are provided to different targets according to the combat mode, which enriches the triggering methods of combat interaction and improves the combat strategy and combat experience.

[0118] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0119] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0120] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0121] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0122] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0123] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that, The method includes providing a graphical user interface via a terminal device, wherein a first object in the game is controlled via the terminal device, and the method comprises: In response to the attack action of the first object hitting the second object, determine the cumulative number of times the first object has performed the attack action; In response to the cumulative number of times reaching a preset number, the system controls the first object to engage in battle with the second object, and provides the first object with a first game buff and / or the second object with a first game debuff; wherein the preset number of times is greater than 1.

2. The method according to claim 1, characterized in that, Before determining the cumulative number of times the first object has performed the attack action, the method further includes: In response to an attack action by the first object hitting the second object, determine whether the first object is visible relative to the second object; If not visible, control the first object to fight against the second object, and provide the first object with a second game buff and / or provide the second object with a second game debuff; If visible, then proceed to the step of determining the cumulative number of times the first object has performed the attack action.

3. The method according to claim 1, characterized in that, Before the attack action of the first object hits the second object, the method further includes: In response to the first object performing the attack action, the cumulative number of times the first object performs the attack action is increased; In response to the attack action of the first object failing to hit the second object, and the accumulated count reaching the preset count, the accumulated count is reset; In response to the attack action of the first object failing to hit the second object, and the cumulative number of times not reaching the preset number of times, the cumulative number of times is recorded.

4. The method according to claim 1, characterized in that, The method further includes: In response to the fact that the cumulative number of times has not reached the preset number of times, the cumulative number of times is recorded.

5. The method according to claim 3, characterized in that, After recording the cumulative number of times, the method further includes: Determine whether the first object performs the attack action again under specified conditions; wherein, the specified conditions include: a specified time interval, and / or, the terminal device has not received a new control command; If the attack action is not performed again under the specified conditions, the cumulative count is reset.

6. The method according to claim 1, characterized in that, The method further includes: In response to the attack action of the first object hitting the second object, and the cumulative number of times not reaching the preset number, a first activation flag corresponding to the cumulative number of times is displayed; wherein, the first activation flag is used to indicate that the attack action corresponding to the cumulative number of times has been executed, and the display status of the first activation flag indicates the hit status of the attack action.

7. The method according to claim 6, characterized in that, The method further includes: In response to the attack action of the first object hitting the second object, and the cumulative number of times not reaching the preset number, a second activation flag corresponding to the difference between the preset number and the cumulative number is displayed; wherein, the second activation flag is used to indicate that the attack action corresponding to the difference between the preset number and the cumulative number is to be executed.

8. The method according to claim 6, characterized in that, The method further includes: In response to the reset of the cumulative count, the first activation identifier is no longer displayed.

9. The method according to claim 1, characterized in that, The method further includes: In response to the cumulative number of times reaching a preset number, a third activation identifier corresponding to the cumulative number of times is displayed; wherein, the third activation identifier is used to indicate: the attack action hits the second object, or misses the second object; the third activation identifier corresponding to the attack action hitting the second object is associated with a preset first parameter pool; wherein, the first parameter pool includes multiple parameters; Obtain the first parameter from the first parameter pool; The system controls the first object and the second object to enter a game battle scene, and provides a third game benefit to the first object and / or a third game debuff to the second object according to the first parameter, wherein the game battle scene is at least used to provide a battle environment for the first object and the second object.

10. The method according to claim 1, characterized in that, The method further includes: In response to an attack action by the first object hitting the second object, and the first object being invisible relative to the second object, a preset maximum number of third activation markers are displayed; wherein, the third activation markers are used to indicate that the attack action hits the second object; the third activation markers are associated with a preset first parameter pool; wherein, the first parameter pool includes multiple parameters; Obtain the first parameter from the first parameter pool; The system controls the first object and the second object to enter a game battle scene, and provides a third game benefit to the first object and / or a third game debuff to the second object according to the first parameter, wherein the game battle scene is at least used to provide a battle environment for the first object and the second object.

11. The method according to claim 9 or 10, characterized in that, Before obtaining the first parameter from the first parameter pool, the method further includes: displaying the baseline parameter corresponding to the second object; The step of providing a third game boost to the first object based on the first parameter includes: In response to the sum of the first parameter being greater than or equal to the reference parameter, a fourth game gain is provided to the first object; in response to the sum of the first parameter being less than the reference parameter, a fifth game gain is provided to the first object; wherein the gain strength of the fourth game gain is stronger than the gain strength of the fifth game gain; The provision of a third game debuff to the second game object based on the first parameter includes: In response to the sum of the first parameter being greater than or equal to the baseline parameter, a fourth game debuff is provided to the second object; in response to the sum of the first parameter being less than the baseline parameter, a fifth game debuff is provided to the second object; wherein the debuff strength of the fourth game debuff is higher than the debuff strength of the fifth game debuff.

12. The method according to claim 1, characterized in that, The method further includes: In response to the fact that the cumulative number of times has not reached the preset number, and the first object is hit by an attack from the second object, the system controls the first object to fight against the second object and provides the first object with a specified game debuff.

13. The method according to claim 1, characterized in that, Before controlling the first object and the second object to engage in combat, the method further includes: controlling the first object and the second object to switch from their current scene to a game battle scene.

14. An interactive control device for a game, characterized in that, The device provides a graphical user interface via a terminal device, through which a first object in the game is controlled. The device includes: The count module is used to determine the cumulative number of times the first object performs the attack action in response to the attack action of the first object hitting the second object. The battle initiation module is used to control the first object and the second object to engage in battle in response to the cumulative number of times reaching a preset number, and to provide the first object with a first game buff and / or the second object with a first game debuff; wherein the preset number of times is greater than 1.

15. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-13.