Battle control method and device in game and electronic equipment

By setting behavioral patterns for virtual objects in strategy games, the game strategies are enriched, the player experience is improved, and the game retention rate is increased, thus solving the problem of fatigue caused by monotonous strategies.

CN122006233APending Publication Date: 2026-05-12NETEASE (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
2026-02-05
Publication Date
2026-05-12

AI Technical Summary

Technical Problem

Existing strategy games often feature monotonous gameplay, which can lead to player fatigue once they become familiar with the strategies. This reduces the gaming experience, increases server idle rates, and wastes system resources.

Method used

By setting behavioral patterns for virtual objects in the game, players can adjust the combat behavior of virtual objects based on planning object movement and skill release, providing more game strategies.

Benefits of technology

It improves the player's gaming experience, reduces player fatigue after becoming familiar with the game strategy, increases game retention rate, and avoids game server idleness and system resource waste.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a battle control method and device in a game and electronic equipment, a graphical user interface is provided through first terminal equipment, a virtual scene is displayed on the graphical user interface, the virtual scene comprises a first virtual object, and the first virtual object can execute automatic battle in the virtual scene. The method comprises the steps of determining a target behavior mode of a first virtual object in response to a setting operation for the first virtual object; and in the battle process, according to the target behavior mode, controlling the first virtual object to execute a battle behavior. In the mode, in the game playing process, players can not only plan object movement, skill release and teammate matching, but also set the behavior mode of each virtual object and adjust the combat behaviors of the virtual objects through the behavior mode, more game strategies are provided for the players, the fatigue feeling of the players on the game after the players are familiar with the game strategies is reduced, and the game playing experience is improved. And thus, the game experience of the player is improved.
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Description

Technical Field

[0001] This disclosure relates to the field of game control technology, and in particular to a method, apparatus and electronic device for combat control in a game. Background Technology

[0002] Currently, the core gameplay of strategy games is turn-based combat combined with grid-based battlefields. Players need to plan character movement, skill releases, and unit combinations to achieve combat objectives. However, the game's strategy is relatively simplistic, which can easily lead to player fatigue after they become familiar with the strategy, resulting in a poor player experience. This, to some extent, reduces player retention, causes server idleness, and wastes system resources. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide a combat control method, device and electronic device in a game, in which players can not only plan object movement, skill release and teammate matching, but also set the behavior mode of each virtual object. By adjusting the combat behavior of virtual objects through the behavior mode, players can be provided with more game strategies, so as to reduce the fatigue of players after they become familiar with the game strategy, thereby improving the player's game experience.

[0004] In a first aspect, embodiments of this disclosure provide a combat control method in a game, which provides a graphical user interface through a first terminal device. The graphical user interface displays a virtual scene, and the virtual scene includes a first virtual object. The first virtual object can perform automatic combat in the virtual scene. The method includes: in response to a setting operation for the first virtual object, determining a target behavior pattern of the first virtual object; and during the battle, controlling the first virtual object to perform combat behavior according to the target behavior pattern.

[0005] Secondly, embodiments of this disclosure provide a combat control device in a game, which provides a graphical user interface through a first terminal device. The graphical user interface displays a virtual scene, and the virtual scene includes a first virtual object. The first virtual object can perform automatic combat in the virtual scene. The device includes: determining a target behavior pattern of the first virtual object in response to a setting operation for the first virtual object; and controlling the first virtual object to perform combat behavior according to the target behavior pattern during the battle.

[0006] Thirdly, embodiments of this disclosure provide an electronic device including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the combat control method in the game according to any one of the first aspects.

[0007] Fourthly, embodiments of this disclosure 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 combat control method in the game according to any one of the first aspects.

[0008] The embodiments disclosed herein bring the following beneficial effects: This disclosure provides a combat control method, device, and electronic device in a game. A graphical user interface (GUI) is provided via a first terminal device. The GUI displays a virtual scene, which includes a first virtual object capable of performing automatic combat. The method includes: determining a target behavior pattern for the first virtual object in response to a setting operation; and controlling the first virtual object to perform combat actions based on the target behavior pattern during combat. In this approach, during a game, players can not only plan object movement, skill release, and teammate combinations, but also set behavior patterns for each virtual object. By adjusting the combat behavior of the virtual objects through these behavior patterns, players can gain more strategic options, reduce player fatigue after becoming familiar with game strategies, and thus improve the overall gaming experience.

[0009] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0010] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or 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 this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0012] Figure 1 A flowchart of a combat control method in a game provided by an embodiment of this disclosure; Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure; Figure 3 A schematic diagram of the structure of a combat control device in a game provided in an embodiment of this disclosure; Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0014] Current strategy games primarily employ turn-based combat with a grid-based battlefield, requiring players to plan character movement, skill usage, and unit combinations to achieve combat objectives. However, this strategy is relatively simplistic, easily leading to player fatigue after familiarization with the mechanics, resulting in a poor gaming experience, reduced player retention, server idleness, and wasted system resources. Therefore, this disclosure provides a combat control method, device, and electronic device for games, applicable to devices such as mobile phones, laptops, and tablets.

[0015] In one embodiment of this disclosure, the combat control method in a game can run on a local terminal device or a server. When the combat control method in a game 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.

[0016] 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 separate. The storage and execution of combat control methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the 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.

[0017] In an alternative implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally 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 may 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.

[0018] In one possible implementation, this invention provides a combat control method in a game, providing a graphical user interface through a first terminal device. The first terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The graphical user interface displays a virtual scene, which includes a first virtual object capable of performing automatic combat within the virtual scene. Figure 1 As shown, the method includes the following steps: Step S102: In response to the setting operation for the first virtual object, determine the target behavior pattern of the first virtual object; Optionally, the virtual scene also includes a second virtual object, which belongs to a different game faction than the first virtual object. The second virtual object can also perform automatic combat in the virtual scene. Specifically, the first virtual object can perform automatic combat with the second virtual object in the virtual scene, and the second virtual object can perform automatic combat with the second virtual object in the virtual scene.

[0019] Optionally, the aforementioned behavioral patterns may include emotional patterns. During combat, the first virtual object fights using the behavioral logic / method corresponding to this emotional pattern. Specifically, players can set only emotional patterns, which can be equivalent to the behavioral patterns described here, and these behavioral patterns can also be called emotional patterns. Alternatively, the behavioral patterns can be determined based on the emotional patterns, meaning there is a mapping relationship between emotional patterns and behavioral patterns.

[0020] Optionally, in response to an emotion setting operation for the first virtual object, the emotional pattern of the first virtual object is determined, and a target behavioral pattern of the first virtual object is determined based on the emotional pattern; that is, there is a mapping relationship between the emotional pattern and the behavioral pattern. The emotional pattern can be determined based on the current emotional state of the first virtual object.

[0021] Optionally, in response to the emotion setting operation for the first virtual object, the emotion pattern of the first virtual object is determined, and the emotion pattern is determined as the target behavior pattern of the first virtual object.

[0022] The aforementioned target behavior pattern may include a first behavior pattern, a second behavior pattern, and a third behavior pattern. The first and second behavior patterns are used to indicate that the combat behavior of the first virtual object will be adjusted accordingly during the battle. The third behavior pattern is used to indicate that the combat behavior of the first virtual object will be executed according to the default combat behavior during the battle.

[0023] Typically, a virtual scenario includes a first virtual team and a second virtual team belonging to different factions. The first virtual team includes at least one virtual object, which is controlled through a first terminal device. This first virtual object can be any virtual object within the first virtual team. The target behavior pattern can be one of several preset behavior patterns, such as a balanced behavior pattern, an aggressive behavior pattern (i.e., the first behavior pattern mentioned above), or a conservative behavior pattern (i.e., the second behavior pattern mentioned above). Typically, upon entering a game, each virtual object defaults to the balanced behavior pattern (i.e., the third behavior pattern mentioned above).

[0024] Optionally, different behavioral patterns are used to indicate different combat attribute adjustment strategies. The aforementioned combat attributes may include at least one of the following: attack attributes, defense attributes, and speed attributes. Attack attributes include at least one of the following: execution priority of attack actions (output actions), attack frequency, attack speed, and damage caused by the attack action; defense attributes include at least one of the following: execution priority of defensive actions (evasion actions), defensive frequency, defensive speed, and damage blocked by the defensive action. Speed ​​attributes include at least one of the following: movement speed, attack speed, and defensive speed.

[0025] Different behavior patterns are typically used to indicate adjustments to different combat attributes. For example, an aggressive behavior pattern at least indicates that the first virtual object's attack attribute will increase in a game round, or it may also indicate that the first virtual object's defense attribute will decrease in a game round, or it may also indicate that the first virtual object's speed attribute will increase, decrease, or remain unchanged in a game round. Similarly, a conservative behavior pattern at least indicates that the first virtual object's defense attribute will increase in a game round, or it may also indicate that the first virtual object's attack attribute will decrease in a game round, or it may also indicate that the first virtual object's speed attribute will increase, decrease, or remain unchanged in a game round.

[0026] Increased attack attributes typically include at least one of the following: prioritizing attack actions, increasing attack frequency, increasing attack speed, or increasing the amount of damage dealt. Increased defense attributes typically include at least one of the following: prioritizing defensive actions, increasing defensive frequency, increasing defensive speed, or increasing the amount of damage blocked by defensive actions. Increasing defensive frequency, speed, and damage blocked reduces the probability of being hit. Increased speed attributes typically include at least one of the following: movement speed, attack speed, or defense speed.

[0027] In actual implementation, in response to the first selection operation for the first virtual object in the first virtual team, a mode selection control is displayed; in response to the trigger operation for the mode selection control, a mode list is displayed, which includes multiple behavior modes to be selected; in response to the second selection operation for the multiple behavior modes to be selected, the selected behavior mode is determined as the target behavior mode of the first virtual object in the game round.

[0028] In one possible implementation, the pattern list also displays pattern information corresponding to each behavior pattern, which describes the impact of the behavior pattern on the virtual object.

[0029] Step S104: During the battle, control the first virtual object to perform battle behavior according to the target behavior pattern.

[0030] In one possible implementation: if the target behavior pattern is the first behavior pattern (i.e., the aggressive behavior pattern), control the first virtual object to prioritize the execution of the output behavior, and control the first virtual object to execute one or more of the following behaviors: increase the attack frequency, increase the attack speed, increase the amount of damage caused by the attack, etc.

[0031] If the target behavior pattern is the second behavior pattern (i.e., conservative behavior pattern), control the first virtual object to prioritize evasion behavior (defense behavior) and control the first virtual object to reduce the probability of being hit. Specifically, the first virtual object can be controlled to reduce the probability of being hit through one or more of the following behaviors: increase the frequency of defense, increase the speed of defense, increase the amount of damage blocked by the defense behavior, etc.

[0032] If the target behavior mode is the third behavior mode (balanced behavior mode), control the first virtual object to execute output behavior and defense behavior according to the default priority, and control the attack frequency and defense frequency to the default frequency, and control the attack speed and defense speed to the default speed, etc.

[0033] In one possible implementation: In response to the start of the first game round, based on the target behavior pattern, the first combat attribute of the first virtual object in the first game round is determined, and the first virtual object is controlled to fight against the second virtual object in the second virtual team based on the first combat attribute.

[0034] The first game round mentioned above can be any one of multiple game rounds.

[0035] Optionally, in response to the start of the first game round, a mode coefficient for the first virtual object is determined based on the target behavior pattern. Different behavior patterns typically correspond to different mode coefficients. The first combat attribute of the first virtual object in the first game round is then determined based on the mode coefficient.

[0036] Specifically, the aforementioned mode coefficients include a first mode coefficient and a second mode coefficient. The first mode coefficient is used to adjust the attack attribute of the first virtual object, and the second mode coefficient is used to adjust the defense attribute of the first virtual object. The first attack attribute value of the first virtual object is determined by multiplying the first mode coefficient by the attribute value corresponding to its attack attribute; the first defense attribute value of the first virtual object is determined by multiplying the second mode coefficient by the attribute value corresponding to its defense attribute; and based on the first attack attribute value and the first defense attribute value, the first combat attribute of the first virtual object in the first game round is determined.

[0037] Optionally, the aforementioned mode coefficient may also include a third mode coefficient, which is used to adjust the speed attribute of the first virtual object. Specifically, the product of the third mode coefficient and the attribute value corresponding to the speed attribute of the first virtual object is calculated to determine the first speed attribute value of the first virtual object. Based on the first attack attribute value, the first defense attribute value, and the first speed attribute value, the first combat attribute of the first virtual object in the first game round is determined.

[0038] For example, the target behavior pattern is an aggressive behavior pattern, with pattern coefficients of (1.2, 0.8, 1.0). The first pattern coefficient is 1.2, the second pattern coefficient is 0.8, and the third pattern coefficient is 1.0. The attack attribute of the first virtual object has a value of 100, the defense attribute of the first virtual object has a value of 100, the speed attribute of the first virtual object has a value of 100, and the attack attribute has a value of 100. 1.2 = 120, the attribute value corresponding to the first defensive attribute is 100. 0.8 = 80, the attribute value corresponding to the first speed attribute is 100. 1.0 = 100. The first virtual object's first combat attributes in the first game round are (120, 80, 100). Setting the first virtual object's behavior mode to aggressive behavior mode will increase attack power, but decrease defense power. Players need to set different behavior modes for different virtual objects according to the current game state.

[0039] For example, the target behavior pattern is a conservative behavior pattern, with pattern coefficients of (0.8, 1.2, 1.0). The first pattern coefficient is 0.8, the second pattern coefficient is 1.2, and the third pattern coefficient is 1.0. The attack attribute of the first virtual object has a value of 100, the defense attribute of the first virtual object has a value of 100, the speed attribute of the first virtual object has a value of 100, and the attack attribute has a value of 100. 0.8 = 80, the attribute value corresponding to the first defensive attribute is 100. 1.2 = 120, the attribute value corresponding to the first speed attribute is 100. 1.0 = 100. The first virtual object's first combat attributes in the first game round are (80, 120, 100). Setting the first virtual object's behavior mode to conservative will increase its defense, but decrease its attack. Players need to set different behavior modes for different virtual objects based on the current game state.

[0040] For example, if the first virtual object has a lot of health and the current game team lacks damage dealers, its behavior mode can be set to aggressive to increase combat output. Conversely, if the first virtual object has low health and the current game team lacks defensive targets, its behavior mode can be set to conservative to increase combat defense.

[0041] This disclosure provides a combat control method in a game. A graphical user interface (GUI) is provided through a first terminal device. The GUI displays a virtual scene, which includes a first virtual object capable of performing automatic combat. The method includes: determining a target behavior pattern for the first virtual object in response to a setting operation; and controlling the first virtual object to perform combat actions based on the target behavior pattern during combat. In this approach, during game matches, players can not only plan object movement, skill release, and teammate combinations, but also set behavior patterns for each virtual object. By adjusting the combat behavior of virtual objects through these behavior patterns, players can gain more game strategies, reduce player fatigue after becoming familiar with game strategies, and thus improve the player's gaming experience. This also increases game retention to some extent and avoids game server idleness and system resource waste.

[0042] The above methods also include: (1) Obtain the combat performance data of the first virtual object during the historical battle process; The combat performance data in the aforementioned historical battle process can be combat performance data from all game rounds before the current game round, combat performance data from game rounds before the current game round in the current game round, or combat performance data from the game round before the current game round in the current game round.

[0043] The aforementioned combat performance data includes at least one of the following: the number of kills, survival time, damage dealt, and damage received by the first virtual object during historical battles. The aforementioned combat performance data may also include: the number of assists the first virtual object provided during historical battles.

[0044] (2) Determine the target emotional state of the first virtual object based on the combat performance data.

[0045] Based on combat performance data, determine the number of kills, survival time, damage dealt, and damage received by the first virtual object in the historical battle process; based on the number of kills, survival time, damage dealt, and damage received, determine the target's emotional parameters; based on the target's emotional parameters, determine the target's emotional state.

[0046] Specifically, the first emotional parameter is determined based on the number of kills, the second emotional parameter based on survival time, the third emotional parameter based on the damage dealt, and the fourth emotional parameter based on the damage received. A weighted average of these four emotional parameters is then applied to obtain the target emotional parameter. Based on the target emotional parameter and a preset threshold, the target emotional state is determined. For example, if the target emotional parameter is less than the first threshold, the target emotional state is determined to be negative; if the target emotional parameter is greater than the first threshold but less than the second threshold, the target emotional state is determined to be positive.

[0047] Among them, the greater the number of kills, the greater the first emotion parameter, the longer the survival time, the greater the second emotion parameter, the greater the damage dealt, the greater the third emotion parameter, the greater the damage received, and the smaller the third emotion value.

[0048] Optionally, the aforementioned target emotional state is used to influence the combat behavior of the first virtual object during the battle. The target emotional state can include positive, negative, and stable emotional states, wherein positive emotional states include at least one or more of the following: happy emotional state, arrogant emotional state, etc., and negative emotional states include at least one or more of the following: confused emotional state, frustrated emotional state, etc. A positive emotional state indicates that the first virtual object's attack attribute will increase in the next game round, and also indicates that the first virtual object's defense attribute will decrease in the next game round. A negative emotional state indicates that the first virtual object's defense attribute will increase in the next game round, and also indicates that the first virtual object's attack attribute will decrease in the next game round.

[0049] The above-mentioned method of controlling the first virtual object to perform combat behavior based on the target's behavioral pattern can be implemented in one possible way: controlling the first virtual object to perform combat behavior based on the target's emotional state and target's behavioral pattern.

[0050] Optionally, target adjustment parameters are determined based on the state adjustment parameters corresponding to the target's emotional state and the behavior adjustment parameters corresponding to the target's behavior pattern. Based on the target adjustment parameters, the combat behavior of the first virtual object is adjusted; specifically, the combat attributes of the first virtual object are adjusted according to the target adjustment parameters.

[0051] Optionally, determine the combat behavior under the target's behavioral state, and adjust the combat behavior of the first virtual object under the target's behavioral mode according to the target's emotional state.

[0052] In the above method, an emotion mechanism is incorporated into the game. Virtual objects possess corresponding emotions based on their historical combat performance data, and these emotions influence their combat behavior. Players can choose behavioral patterns based on the object's emotions to achieve corresponding combat objectives, further enriching game strategies and enhancing the player's gaming experience.

[0053] The above method also includes: obtaining the current object attribute information of the first virtual object, the object attribute information including at least one of the following: equipment information of the first virtual object, level information of the first virtual object.

[0054] The equipment information mentioned above can include individual pieces of equipment, crafted equipment, virtual clothing, virtual items, virtual accessories, etc. Individual pieces of equipment and crafted equipment typically include offensive equipment, defensive equipment, and special effect equipment. The level information mentioned above can include the virtual coins required to purchase the first virtual object, the star rating of the first virtual object, and the account level corresponding to the game account controlling the first virtual object. The virtual coins represent the basic strength and rarity of the virtual object. Three identical one-star pieces (i.e., virtual objects) dragged together will automatically become a two-star piece, and three identical two-star pieces (i.e., virtual objects) dragged together will automatically become a three-star piece.

[0055] The above-mentioned determination of the target emotional state of the first virtual object based on combat performance data can be implemented in one possible way: the target emotional state of the first virtual object is determined based on combat performance data and object attribute information.

[0056] Optionally, a fifth emotion parameter for the first virtual object is determined based on its equipment information, and a sixth emotion parameter is determined based on its level information. Specifically, the more virtual coins required to purchase equipment, the higher the fifth emotion parameter; the greater the benefit of equipment information to combat behavior, the higher the fifth emotion parameter. Similarly, the higher the star rating in the level information, the higher the sixth emotion parameter; the more virtual coins required to purchase the first virtual object, the higher the sixth emotion parameter; and the higher the account level, the higher the sixth emotion parameter.

[0057] The target emotional parameter is obtained by weighted averaging the first, second, third, fourth, fifth, and sixth emotional parameters. The target emotional state of the first virtual object is then determined based on this target emotional parameter. Alternatively, the target emotional state can be determined directly based on the first, second, third, fourth, fifth, and sixth emotional parameters.

[0058] For example, if the target emotion parameter is less than the first parameter threshold, the target emotion state of the first virtual object is determined to be a negative emotion state; if the target emotion state is greater than the first parameter threshold but less than the second parameter threshold, the target emotion state of the first virtual object is determined to be a positive emotion state.

[0059] Based on the above-mentioned data on combat performance, the target emotional state of the first virtual object is determined. One possible implementation method is as follows: Detect whether the current battle round is the initial battle round of the game; if the current battle round is the initial battle round, then determine the target's emotional state as no emotion; if the current battle round is not the initial battle round, then obtain the combat performance data of the first virtual object in the previous battle round to determine the target's emotional state of the first virtual object.

[0060] Optionally, in response to the end of each game round, the target emotional state of the first virtual object is determined and updated based on the combat performance data of the first virtual object in that game round.

[0061] In the above method, an emotion mechanism is incorporated into the game. Virtual objects acquire a corresponding emotion at the end of each game round, which affects their combat attributes. Players can choose behavioral patterns based on the object's emotion to achieve corresponding combat objectives, further enriching game strategy and enhancing the player's gaming experience.

[0062] Optionally, the aforementioned target behavior pattern includes a first behavior pattern and a second behavior pattern. For example, the first behavior pattern indicates that the attack attribute of the first virtual object will increase in a game round, and / or the defense attribute of the first virtual object will decrease in a game round; the second behavior pattern indicates that the attack attribute of the first virtual object will decrease in a game round, and / or the defense attribute of the first virtual object will increase in a game round.

[0063] The first behavior pattern can be an aggressive behavior pattern, and the second behavior pattern can be a conservative behavior pattern. The first behavior pattern indicates that the attack attribute of the first virtual object will increase in a game round, and the defense attribute of the first virtual object will decrease in a game round; or, the first behavior pattern indicates that the attack attribute of the first virtual object will increase in a game round, or the defense attribute of the first virtual object will decrease in a game round.

[0064] The aforementioned target behavior pattern controls the first virtual object to perform combat actions, including at least one of the following: (1) When the target behavior pattern indicates the first behavior pattern, control the first virtual object to prioritize the execution of output behavior and / or increase the attack frequency; Specifically, the execution priorities and base attack frequencies for output and evasion actions are typically pre-set in the combat behavior of the first virtual object. In actual combat, if no behavior mode is selected for the first virtual object, the combat behavior is executed according to the pre-set execution priorities of output and evasion actions, while attack actions are executed according to the pre-set base attack frequency. If the target behavior mode indicates the first behavior mode, then the first virtual object needs to be controlled to prioritize output actions and increase the attack frequency.

[0065] In actual implementation, when the target behavior pattern indicates the first behavior pattern, the first virtual object is controlled to prioritize the execution of output behaviors and increase the attack frequency. Alternatively, when the target behavior pattern indicates the first behavior pattern, the first virtual object is controlled to prioritize the execution of output behaviors or increase the attack frequency.

[0066] (2) When the target behavior pattern indicates the second behavior pattern, control the first virtual object to prioritize evasion behavior and / or reduce the probability of being hit.

[0067] The probability of being hit can usually be reduced by increasing movement speed and defense frequency (such as increasing positioning). Specifically, the execution priorities of output and evasion actions, basic defense frequency, and basic movement speed are usually preset in the combat behavior of the first virtual object. In actual combat, if the first virtual object's behavior mode is not selected, the combat behavior is executed according to the preset execution priorities of output and evasion actions, while attack actions are executed according to the preset basic defense frequency and basic movement speed. If the target behavior mode indicates a second behavior mode, then the first virtual object needs to be controlled to prioritize evasion actions, while increasing movement speed and defense frequency to reduce the probability of being hit.

[0068] In the above methods, players can set different behavior modes and adjust the combat behavior of the first virtual object, providing players with more game strategies, reducing the fatigue of players after they become familiar with the game strategies, and thus improving the player's game experience.

[0069] The target emotion mentioned above is one of several preset emotion states, each of which corresponds to a different behavior gain parameter or behavior debuff parameter. The behavior gain parameter is used to: increase the execution priority of the output behavior, increase attack speed, movement speed, attack frequency, and the amount of damage caused by the attack, and decrease the execution priority of the dodge behavior, as well as decrease the defense speed, defense frequency, and the amount of damage blocked by the defense.

[0070] The aforementioned behavioral debuff parameters are used to: increase the execution priority of evasion behavior, increase defense speed, defense frequency, and the amount of damage blocked by defense, and decrease the execution priority of output behavior, attack speed, movement speed, attack frequency, and the amount of damage caused by attacks.

[0071] The above-mentioned control of the first virtual object to perform combat behavior based on the target emotional state and target behavior pattern can be implemented in one possible way: by using the behavior gain parameter or behavior debuff parameter corresponding to the target emotional state to adjust the combat behavior of the first virtual object under the target behavior pattern.

[0072] If the target's emotional state corresponds to a behavioral gain parameter, it increases the execution priority of output behaviors under the target's behavioral pattern, increases the attack frequency, attack speed, and damage caused by attacks under the target's behavioral pattern. Optionally, it also decreases the execution priority of dodge behaviors under the target's behavioral pattern, and decreases the defense frequency, defense speed, and damage blocked by defense under the target's behavioral pattern.

[0073] If the target's emotional state corresponds to a behavioral debuff parameter, increase the execution priority of evasion behavior under the target's behavioral pattern, increase the defense frequency, defense speed, and the amount of damage blocked by defense under the target's behavioral pattern. Optionally, it may also decrease the execution priority of output behavior under the target's behavioral pattern, and decrease the attack frequency, attack speed, and the amount of damage caused by attacks under the target's behavioral pattern.

[0074] To enable players to understand the behavior patterns of each virtual object in a timely manner, the above method also includes: displaying a status indicator of the first virtual object in the graphical user interface, which is used to characterize the target behavior pattern of the first virtual object.

[0075] The aforementioned status indicators can be text indicators or graphic indicators, etc., allowing players to understand the current behavior pattern of the virtual object based on these indicators. For example, such as... Figure 2 The graphical user interface shown has a radical mode text label displayed above the head area of ​​the first virtual object.

[0076] The above method further includes: displaying an emotion identifier of a first virtual object in a graphical user interface, the emotion identifier being used to characterize the target emotional state of the first virtual object.

[0077] The aforementioned emotion markers can be text or emoticons, such as a smiley face for happiness and a crying face for sadness. For example,... Figure 2 The graphical user interface shown has a smiley face displayed above the head of the first virtual object.

[0078] The aforementioned combat attributes typically also include speed attributes. The first behavior pattern mentioned above is also used to indicate that the speed attribute of the first virtual object will increase during the game round; the second behavior pattern mentioned above is also used to indicate that the speed attribute of the first virtual object will decrease during the game round.

[0079] The aforementioned target emotional states include a first emotional state and a second emotional state; the first emotional state corresponds to a behavioral gain parameter, which indicates that the attack attribute of the first virtual object will increase in a game round, and / or the defense attribute of the first virtual object will decrease in a game round; the second emotional state corresponds to a behavioral debuff parameter, which indicates that the attack attribute of the first virtual object will decrease in a game round, and / or the defense attribute of the first virtual object will increase in a game round.

[0080] The first emotional state usually refers to positive emotions, while the second emotional state usually refers to negative emotions. Positive emotions can bring performance gains to the first virtual object, while negative emotions will affect the performance of the first virtual object.

[0081] The primary emotional states typically include happiness and arrogance. Arrogance indicates that the attack attribute of the first virtual object will increase by a first percentage in a game round. Happiness indicates that the attack attribute of the first virtual object will increase by a second percentage in a game round, with the first percentage being greater than the second. Arrogance also indicates that the defense attribute of the first virtual object will decrease by a third percentage in a game round. Happiness also indicates that the defense attribute of the first virtual object will decrease by a fourth percentage in a game round, with the third percentage being greater than the fourth.

[0082] The second emotional state typically includes feelings of confusion and frustration. Frustration indicates that the defensive attribute of the first virtual object will increase by a fifth percentage in a game round, while confusion indicates that the defensive attribute of the first virtual object will increase by a sixth percentage in a game round, with the fifth percentage being greater than the sixth. Frustration also indicates that the offensive attribute of the first virtual object will decrease by a seventh percentage in a game round, while confusion also indicates that the offensive attribute of the first virtual object will decrease by an eighth percentage in a game round, with the seventh percentage being greater than the eighth percentage.

[0083] The aforementioned combat attributes typically also include speed attributes. The first behavior pattern mentioned above is also used to indicate that the speed attribute of the first virtual object will increase during the game round; the second behavior pattern mentioned above is also used to indicate that the speed attribute of the first virtual object will decrease during the game round.

[0084] During gameplay, players can select different behavior modes for each virtual object based on its target emotional state, thus adjusting its combat attributes. In other words, the object's emotion and the player-set behavior mode complement each other; a reasonable combination can maximize the virtual object's effectiveness in automatic combat. For example, assuming a "happy emotion" and an "aggressive behavior mode" will cause the piece to perform exceptionally well. Conversely, if the object is in a "proud" emotion, the player needs to use calmer methods to bring it back down, such as switching to a "conservative playstyle," to prevent the piece from becoming overly aggressive and being targeted and eliminated.

[0085] The above-described method of controlling the first virtual object to perform combat actions based on the target's behavioral patterns and emotional state is one possible implementation: (1) Determine the emotional coefficient of the first virtual object based on the target's emotional state; The aforementioned combat attributes include attack attributes and defense attributes; the emotion coefficient includes a first emotion coefficient and a second emotion coefficient, the first emotion coefficient being used to adjust the attack attribute of the first virtual object, and the second emotion coefficient being used to adjust the defense attribute of the first virtual object; optionally, the emotion coefficient also includes a third emotion coefficient, the third emotion coefficient being used to adjust the speed attribute of the first virtual object.

[0086] (2) Determine the pattern coefficient of the first virtual object based on the target behavior pattern; The aforementioned mode coefficients include a first mode coefficient and a second mode coefficient. The first mode coefficient is used to adjust the attack attribute of the first virtual object, and the second mode coefficient is used to adjust the defense attribute of the first virtual object. Optionally, the mode coefficients also include a third mode coefficient, which is used to adjust the speed attribute of the first virtual object.

[0087] (3) Determine the second combat attribute of the first virtual object in the second game round based on the emotion coefficient and the pattern coefficient.

[0088] Specifically, the first target coefficient is obtained by multiplying the first emotion coefficient and the first pattern coefficient; the second target coefficient is obtained by multiplying the second emotion coefficient and the second pattern coefficient; the target attack attribute value of the first virtual object is determined by multiplying the attribute value corresponding to the attack attribute of the first virtual object with the first target coefficient; the target defense attribute value of the first virtual object is determined by multiplying the attribute value corresponding to the defense attribute of the first virtual object with the second target coefficient; and the second combat attribute in the first game round is determined based on the target attack attribute value and the target defense attribute value.

[0089] For example, the target emotional state is the arrogant emotion in the first emotional state, with an emotional coefficient of (1.2.0.7, 1.0). The first emotional coefficient is 1.2, the second emotional coefficient is 0.7, and the third emotional coefficient is 1.0. The target behavioral pattern is the second behavioral pattern, with a pattern coefficient of (0.8, 1.2, 1.0). The first pattern coefficient is 0.8, the second pattern coefficient is 1.2, and the third pattern coefficient is 1.0. The attack attribute of the first virtual object has a value of 100, the defense attribute of the first virtual object has a value of 100, and the speed attribute of the first virtual object has a value of 100; the target attack attribute value is 100. 1.2 0.8 = 96, target's defense attribute value is 100 0.7 1.2 = 84, the attribute value corresponding to the first speed attribute is 100. 1.0 1.0 = 100. The target combat attributes of the first virtual object in the first game round are (96, 84, 100). Attack power is slightly reduced, while defense power is increased from the original 0.7 to 0.84 (relative improvement), avoiding "over-inflating and being focused down".

[0090] For example, the target emotional state is the first emotional state of happiness, with an emotional coefficient of (1.1.1.0, 1.2), a first emotional coefficient of 1.1, a second emotional coefficient of 1.0, and a third emotional coefficient of 1.2. The target behavioral pattern is the first behavioral pattern, with a pattern coefficient of (1.2, 0.8, 1.0), a first pattern coefficient of 1.2, a second pattern coefficient of 0.8, and a third pattern coefficient of 1.0. The attack attribute of the first virtual object has a value of 100, the defense attribute of the first virtual object has a value of 100, and the speed attribute of the first virtual object has a value of 100; the target attack attribute value is 100. 1.1 1.2 = 132, target's defense attribute value is 100 1.0 0.8 = 80, the attribute value corresponding to the first speed attribute is 100. 1.2 1.0 = 120. The target combat attributes of the first virtual object in the first game round are (132, 80, 120). Attack and speed are significantly increased, while defense is decreased, reflecting "extraordinary performance" in terms of attack.

[0091] For example, the target emotional state is the arrogant emotion in the first emotional state, with an emotional coefficient of (1.2.0.7, 1.0), a first emotional coefficient of 1.2, a second emotional coefficient of 0.7, and a third emotional coefficient of 1.0. The target behavioral pattern is the first behavioral pattern, with a pattern coefficient of (1.2, 0.8, 1.0), a first pattern coefficient of 1.2, a second pattern coefficient of 0.8, and a third pattern coefficient of 1.0. The attack attribute of the first virtual object has a value of 100, the defense attribute of the first virtual object has a value of 100, and the speed attribute of the first virtual object has a value of 100; the target attack attribute value is 100. 1.2 1.2 = 144, target's defense attribute value is 100 0.7 0.8 = 56, the attribute value corresponding to the first speed attribute is 100. 1.0 1.0 = 100. The target combat attributes of the first virtual object in the first game round are (144, 56, 100). It has extremely high attack power but extremely low defense power, making it an easy target for concentrated fire, which fits the negative aggravation effect.

[0092] In the above methods, a variety of battle possibilities can be generated based on the target's emotional state and the currently set behavior pattern. For example, the "arrogant" emotion may cause the target to be reckless. If the "aggressive" behavior pattern is set at this time, the piece will fight too bravely. If this is set on a fragile archer in the back row, it will result in the piece going deep into the enemy camp and ignoring positioning.

[0093] The aforementioned virtual scenario includes a second virtual object. The first and second virtual objects belong to different game factions. The first virtual object is controlled through a first terminal device, and the second virtual object is controlled through a second terminal device. The method further includes: sending pattern information corresponding to the target behavior pattern to the second terminal device, so that the graphical user interface provided by the second terminal device displays a status identifier indicating the target behavior pattern of the first virtual object. The method further includes: sending status information corresponding to the target emotional state to the second terminal device, so that the graphical user interface provided by the second terminal device displays an emotion identifier indicating the target emotional state of the first virtual object.

[0094] For example, such as Figure 2 The graphical user interface shown displays the target emotional state and target behavioral patterns of the second virtual object in the second virtual team.

[0095] In other words, players on both the first and second terminal devices can see the emotional state and behavioral patterns of virtual objects. Players can then choose appropriate behavioral patterns based on the emotional state and behavioral patterns of both the enemy and their own virtual objects to achieve the final combat objective.

[0096] The current emotional state and behavior pattern will be displayed in real time above the virtual object's head. Players can not only see the state of their own virtual object, but also the state of the enemy. They can judge the performance of some virtual objects and establish more interventionist combat strategies, instead of being limited to the strategy of adjusting the layout and position.

[0097] The above solution extends the player's strategy from "how to arrange the formation" to "how to manage emotions" by incorporating the player's emotional changes and configurable behavioral patterns. It allows for a more diverse range of tactical outcomes by combining the player's current emotional state with their behavioral patterns. By injecting "personality" and "emotions" into the game, it successfully shifts the core experience of the game from being driven by numerical formations to a game strategy mode that emphasizes both emotion and strategy.

[0098] Corresponding to the above method embodiments, this disclosure provides a combat control device in a game, which provides a graphical user interface through a first terminal device. The graphical user interface displays a virtual scene, and the virtual scene includes a first virtual object. The first virtual object can perform automatic combat in the virtual scene, such as... Figure 3 As shown, the device includes: The behavior pattern determination module 301 is used to determine the target behavior pattern of the first virtual object in response to a setting operation for the first virtual object. The battle behavior control module 302 is used to control the first virtual object to perform battle behavior according to the target behavior pattern during the battle.

[0099] This disclosure provides a combat control device for a game. A graphical user interface (GUI) is provided via a first terminal device. The GUI displays a virtual scene, which includes a first virtual object capable of performing automatic combat. The method includes: determining a target behavior pattern for the first virtual object in response to a setting operation; and controlling the first virtual object to perform combat actions based on the target behavior pattern during combat. In this approach, during a game, players can not only plan object movement, skill release, and teammate combinations, but also set behavior patterns for each virtual object. By adjusting the combat behavior of virtual objects through these behavior patterns, players can gain more strategic options, reduce player fatigue after becoming familiar with game strategies, and thus improve the overall gaming experience.

[0100] The aforementioned device also includes an emotional state determination module, used to: acquire combat performance data of the first virtual object during historical battles; determine the target emotional state of the first virtual object based on the combat performance data; the aforementioned combat behavior control module is also used to: control the first virtual object to perform combat behaviors based on the target emotional state and target behavior patterns.

[0101] The aforementioned device further includes: an attribute information acquisition module, used to acquire the current object attribute information of the first virtual object, the object attribute information including at least one of the following: equipment information of the first virtual object, level information of the first virtual object; the aforementioned emotion state determination module is also used to: determine the target emotion state of the first virtual object based on combat performance data and object attribute information.

[0102] The aforementioned emotional state determination module is also used to: detect whether the current battle round is the initial battle round of the game; if the current battle round is the initial battle round, then determine the target emotional state as no emotional state; if the current battle round is not the initial battle round, then obtain the combat performance data of the first virtual object in the previous battle round to determine the target emotional state of the first virtual object.

[0103] The aforementioned combat performance data includes at least one of the following: the number of kills, survival time, damage dealt, and damage received by the first virtual object during historical battles.

[0104] The aforementioned target behavior pattern includes a first behavior pattern and a second behavior pattern; the aforementioned combat behavior control module is also used to: control the first virtual object to prioritize output behavior and / or increase attack frequency when the target behavior pattern indicates the first behavior pattern; and control the first virtual object to prioritize evasion behavior and / or reduce the probability of being hit when the target behavior pattern indicates the second behavior pattern.

[0105] The aforementioned target emotional state is one of multiple preset emotional states, and each preset emotional state corresponds to a different behavior gain parameter or behavior debuff parameter; the aforementioned combat behavior control module is also used to: adjust the combat behavior of the first virtual object in the target behavior mode using the behavior gain parameter or behavior debuff parameter corresponding to the target emotional state.

[0106] The aforementioned device further includes a status indicator display module, used to: display the status indicator of the first virtual object in a graphical user interface, wherein the status indicator is used to characterize the target behavior pattern of the first virtual object.

[0107] The aforementioned device also includes an emotion label display module, used to: display the emotion label of the first virtual object in a graphical user interface, wherein the emotion label is used to characterize the target emotional state of the first virtual object.

[0108] The virtual scene described above includes a second virtual object. The first virtual object and the second virtual object belong to different game factions. The first virtual object is controlled by a first terminal device, and the second virtual object is controlled by a second terminal device. The device also includes a mode information sending module, which is used to send mode information corresponding to the target behavior mode to the second terminal device so that the graphical user interface provided by the second terminal device displays a status identifier indicating the target behavior mode of the first virtual object.

[0109] The virtual scene described above includes a second virtual object. The first virtual object and the second virtual object belong to different game factions. The first virtual object is controlled by a first terminal device, and the second virtual object is controlled by a second terminal device. The device also includes a status information sending module, which is used to send the status information corresponding to the target emotional state to the second terminal device so that the graphical user interface provided by the second terminal device displays an emotion identifier indicating the target emotional state of the first virtual object.

[0110] The combat control device in the game provided in this embodiment has the same technical features as the combat control method in the game provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0111] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the combat control method in the aforementioned game. This electronic device can be a server or a terminal device.

[0112] See Figure 4 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the combat control method in the game described above.

[0113] Furthermore, Figure 4 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.

[0114] 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 (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 4 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.

[0115] The 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 the processor 100 or by instructions in software form. The 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 disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure 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.

[0116] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the combat control methods of the aforementioned game: A graphical user interface (GUI) is provided through a first terminal device. The GUI displays a virtual scene, which includes a first virtual object. This first virtual object can perform automatic combat within the virtual scene. The method includes: determining a target behavior pattern for the first virtual object in response to a setting operation; and controlling the first virtual object to perform combat actions based on the target behavior pattern during combat. In this approach, during game matches, players can not only plan object movement, skill release, and teammate combinations, but also set the behavior pattern for each virtual object. By adjusting the combat behavior of the virtual objects through these behavior patterns, players can gain more game strategies, reduce player fatigue after becoming familiar with the game strategies, and thus improve the player's gaming experience.

[0117] The above method also includes: acquiring combat performance data of the first virtual object during historical battles; determining the target emotional state of the first virtual object based on the combat performance data; and controlling the first virtual object to perform combat behaviors based on the target behavior patterns, including: controlling the first virtual object to perform combat behaviors based on the target emotional state and the target behavior patterns.

[0118] The above method further includes: obtaining the current object attribute information of the first virtual object, the object attribute information including at least one of the following: the equipment information of the first virtual object, the level information of the first virtual object; and determining the target emotional state of the first virtual object based on combat performance data, including: determining the target emotional state of the first virtual object based on combat performance data and object attribute information.

[0119] The above-mentioned determination of the target emotional state of the first virtual object based on combat performance data includes: detecting whether the current combat round is the initial combat round of the game; if the current combat round is the initial combat round, then determining the target emotional state as an emotionless state; if the current combat round is not the initial combat round, then obtaining the combat performance data of the first virtual object in the previous combat round to determine the target emotional state of the first virtual object.

[0120] The aforementioned combat performance data includes at least one of the following: the number of kills, survival time, damage dealt, and damage received by the first virtual object during historical battles.

[0121] The aforementioned target behavior pattern includes a first behavior pattern and a second behavior pattern; according to the target behavior pattern, the first virtual object is controlled to perform combat behavior, including at least one of the following: when the target behavior pattern indicates the first behavior pattern, the first virtual object is controlled to prioritize output behavior and / or increase attack frequency; when the target behavior pattern indicates the second behavior pattern, the first virtual object is controlled to prioritize evasion behavior and / or reduce the probability of being hit.

[0122] The aforementioned target emotional state is one of multiple preset emotional states, each of which corresponds to a different behavior gain parameter or behavior debuff parameter. Based on the target emotional state and the target behavior pattern, the first virtual object is controlled to perform combat behavior, including: using the behavior gain parameter or behavior debuff parameter corresponding to the target emotional state to adjust the combat behavior of the first virtual object under the target behavior pattern.

[0123] The above method also includes: displaying a status identifier of the first virtual object in a graphical user interface, the status identifier being used to characterize the target behavior pattern of the first virtual object.

[0124] The above method also includes: displaying an emotion identifier of the first virtual object in a graphical user interface, wherein the emotion identifier is used to characterize the target emotional state of the first virtual object.

[0125] The virtual scene described above includes a second virtual object. The first virtual object and the second virtual object belong to different game factions. The first virtual object is controlled by a first terminal device, and the second virtual object is controlled by a second terminal device. The method also includes sending the mode information corresponding to the target behavior mode to the second terminal device, so that the graphical user interface provided by the second terminal device displays a status identifier indicating the target behavior mode of the first virtual object.

[0126] The virtual scene described above includes a second virtual object. The first virtual object and the second virtual object belong to different game factions. The first virtual object is controlled through a first terminal device, and the second virtual object is controlled through a second terminal device. The method also includes sending the status information corresponding to the target emotional state to the second terminal device, so that the graphical user interface provided by the second terminal device displays an emotion identifier indicating the target emotional state of the first virtual object.

[0127] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the combat control method in the above-mentioned game.

[0128] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the combat control method of the aforementioned game: A graphical user interface (GUI) is provided through a first terminal device. The GUI displays a virtual scene, which includes a first virtual object. This first virtual object can perform automatic combat within the virtual scene. The method includes: determining a target behavior pattern for the first virtual object in response to a setting operation; and controlling the first virtual object to perform combat actions based on the target behavior pattern during combat. In this approach, during game matches, players can not only plan object movement, skill release, and teammate combinations, but also set the behavior pattern for each virtual object. By adjusting the combat behavior of the virtual objects through these behavior patterns, players can gain more game strategies, reduce player fatigue after becoming familiar with the game strategies, and thus improve the player's gaming experience.

[0129] The above method also includes: acquiring combat performance data of the first virtual object during historical battles; determining the target emotional state of the first virtual object based on the combat performance data; and controlling the first virtual object to perform combat behaviors based on the target behavior patterns, including: controlling the first virtual object to perform combat behaviors based on the target emotional state and the target behavior patterns.

[0130] The above method further includes: obtaining the current object attribute information of the first virtual object, the object attribute information including at least one of the following: the equipment information of the first virtual object, the level information of the first virtual object; and determining the target emotional state of the first virtual object based on combat performance data, including: determining the target emotional state of the first virtual object based on combat performance data and object attribute information.

[0131] The above-mentioned determination of the target emotional state of the first virtual object based on combat performance data includes: detecting whether the current combat round is the initial combat round of the game; if the current combat round is the initial combat round, then determining the target emotional state as an emotionless state; if the current combat round is not the initial combat round, then obtaining the combat performance data of the first virtual object in the previous combat round to determine the target emotional state of the first virtual object.

[0132] The aforementioned combat performance data includes at least one of the following: the number of kills, survival time, damage dealt, and damage received by the first virtual object during historical battles.

[0133] The aforementioned target behavior pattern includes a first behavior pattern and a second behavior pattern; according to the target behavior pattern, the first virtual object is controlled to perform combat behavior, including at least one of the following: when the target behavior pattern indicates the first behavior pattern, the first virtual object is controlled to prioritize output behavior and / or increase attack frequency; when the target behavior pattern indicates the second behavior pattern, the first virtual object is controlled to prioritize evasion behavior and / or reduce the probability of being hit.

[0134] The aforementioned target emotional state is one of multiple preset emotional states, each of which corresponds to a different behavior gain parameter or behavior debuff parameter. Based on the target emotional state and the target behavior pattern, the first virtual object is controlled to perform combat behavior, including: using the behavior gain parameter or behavior debuff parameter corresponding to the target emotional state to adjust the combat behavior of the first virtual object under the target behavior pattern.

[0135] The above method also includes: displaying a status identifier of the first virtual object in a graphical user interface, the status identifier being used to characterize the target behavior pattern of the first virtual object.

[0136] The above method also includes: displaying an emotion identifier of the first virtual object in a graphical user interface, wherein the emotion identifier is used to characterize the target emotional state of the first virtual object.

[0137] The virtual scene described above includes a second virtual object. The first virtual object and the second virtual object belong to different game factions. The first virtual object is controlled by a first terminal device, and the second virtual object is controlled by a second terminal device. The method also includes sending the mode information corresponding to the target behavior mode to the second terminal device, so that the graphical user interface provided by the second terminal device displays a status identifier indicating the target behavior mode of the first virtual object.

[0138] The virtual scene described above includes a second virtual object. The first virtual object and the second virtual object belong to different game factions. The first virtual object is controlled through a first terminal device, and the second virtual object is controlled through a second terminal device. The method also includes sending the status information corresponding to the target emotional state to the second terminal device, so that the graphical user interface provided by the second terminal device displays an emotion identifier indicating the target emotional state of the first virtual object.

[0139] The computer program products of the combat control methods, devices, electronic devices and systems in games provided in this disclosure 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.

[0140] 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.

[0141] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly 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 this disclosure based on the specific circumstances.

[0142] 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 this disclosure, in essence, 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 this disclosure. 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.

[0143] In the description of this disclosure, 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, and are only for the convenience of describing this disclosure and 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, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0144] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such 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 this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A combat control method in a game, characterized in that, A graphical user interface is provided through a first terminal device, the graphical user interface displays a virtual scene, the virtual scene includes a first virtual object, the first virtual object is capable of performing automatic combat in the virtual scene, the method includes: In response to a setting operation on the first virtual object, a target behavior pattern of the first virtual object is determined; During the battle, the first virtual object is controlled to perform battle behaviors according to the target behavior pattern.

2. The method according to claim 1, characterized in that, The method further includes: Obtain the combat performance data of the first virtual object during historical battles; Based on the combat performance data, determine the target emotional state of the first virtual object; The step of controlling the first virtual object to perform combat behavior according to the target behavior pattern includes: Based on the target's emotional state and behavioral pattern, the first virtual object is controlled to perform combat behavior.

3. The method according to claim 2, characterized in that, The method further includes: Obtain the current object attribute information of the first virtual object, wherein the object attribute information includes at least one of the following: the equipment information of the first virtual object, and the level information of the first virtual object; Determining the target emotional state of the first virtual object based on the combat performance data includes: Based on the combat performance data and the object attribute information, the target emotional state of the first virtual object is determined.

4. The method according to claim 2, characterized in that, Determining the target emotional state of the first virtual object based on the combat performance data includes: Detect whether the current battle round is the initial battle round of the game; If the current battle round is the initial battle round, then the target's emotional state is determined to be an emotionless state; If the current battle round is not the initial battle round, then obtain the combat performance data of the first virtual object in the previous battle round to determine the target emotional state of the first virtual object.

5. The method according to claim 2, characterized in that, The combat performance data includes at least one of the following: the number of kills, survival time, damage dealt, and damage received by the first virtual object during the historical battle.

6. The method according to claim 1, characterized in that, The target behavior pattern includes a first behavior pattern and a second behavior pattern; The step of controlling the first virtual object to perform combat behavior according to the target behavior pattern includes at least one of the following: When the target behavior pattern indicates the first behavior pattern, control the first virtual object to prioritize output behavior and / or increase the attack frequency; When the target behavior pattern indicates the second behavior pattern, the first virtual object is controlled to prioritize evasion behavior and / or reduce the probability of being hit.

7. The method according to claim 2, characterized in that, The target emotional state is one of a plurality of preset emotional states, and the plurality of preset emotional states correspond to different behavioral gain parameters or behavioral loss parameters. The step of controlling the first virtual object to perform combat behavior based on the target's emotional state and the target's behavioral pattern includes: The combat behavior of the first virtual object under the target behavior mode is adjusted by using the behavior gain parameter or the behavior debuff parameter corresponding to the target emotional state.

8. The method according to claim 1, characterized in that, The method further includes: The status identifier of the first virtual object is displayed in the graphical user interface, and the status identifier is used to characterize the target behavior pattern of the first virtual object.

9. The method according to claim 2, characterized in that, The method further includes: The graphical user interface displays an emotion identifier for the first virtual object, which is used to characterize the target emotional state of the first virtual object.

10. The method according to claim 1, characterized in that, The virtual scene includes a second virtual object. The first virtual object and the second virtual object belong to different game factions. The first virtual object is controlled through the first terminal device, and the second virtual object is controlled through the second terminal device. The method further includes: The pattern information corresponding to the target behavior pattern is sent to the second terminal device, so that the graphical user interface provided by the second terminal device displays a status identifier indicating the target behavior pattern of the first virtual object.

11. The method according to claim 2, characterized in that, The virtual scene includes a second virtual object. The first virtual object and the second virtual object belong to different game factions. The first virtual object is controlled through the first terminal device, and the second virtual object is controlled through the second terminal device. The method further includes: The status information corresponding to the target emotional state is sent to the second terminal device, so that the graphical user interface provided by the second terminal device displays the emotion identifier indicating the target emotional state of the first virtual object.

12. A combat control device for a game, characterized in that, A graphical user interface is provided through a first terminal device, the graphical user interface displaying a virtual scene, the virtual scene including a first virtual object, the first virtual object being able to perform automatic combat in the virtual scene, the device comprising: A behavior pattern determination module is used to determine the target behavior pattern of the first virtual object in response to a setting operation for the first virtual object. The combat behavior control module is used to control the first virtual object to perform combat behaviors according to the target behavior pattern during the combat process.

13. 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 combat control method in the game according to any one of claims 1-11.

14. 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 combat control method in the game as described in any one of claims 1-11.