An information processing method and device in a game, electronic equipment and storage medium
By introducing a pre-activated state mechanism, the problem of low efficiency in adjusting skill tree node links is solved, a simpler node state adjustment process is achieved, and the operational efficiency of game players is improved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
- Filing Date
- 2026-01-22
- Publication Date
- 2026-06-02
Smart Images

Figure CN122124459A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and more particularly to an information processing method, apparatus, electronic device, and storage medium in games. Background Technology
[0002] Existing games typically feature a skill tree to configure the skills of the virtual character controlled by the player. Skill nodes on the same line of the skill tree are strongly linked; the skill node that precedes the player must be activated before the skill node that follows can be activated. If the skill node that precedes the player fails, all skill nodes on that line that follow the failed skill node will also fail.
[0003] Therefore, once a player has activated a node link in the skill tree, if the player wants to switch a skill node in that link to another skill node at the same position, it generally requires a relatively complex operation, resulting in the current inefficiency of skill editing in the skill tree. Summary of the Invention
[0004] This application provides an information processing method, apparatus, electronic device, and storage medium for games. By introducing a pre-activated state, game players can flexibly adjust the states of various virtual nodes with dependencies, thereby reducing the operational complexity of adjusting the state of virtual nodes and improving the efficiency of adjusting the state of virtual nodes.
[0005] In a first aspect, embodiments of this application provide an information processing method for a game, wherein the content displayed by the graphical user interface of the game includes at least an attribute configuration interface, the attribute configuration interface includes multiple virtual nodes with dependencies, the multiple virtual nodes include a first virtual node and a second virtual node, and the first virtual node is a preceding dependent node activated by the second virtual node; The method includes: When both the first virtual node and the second virtual node are active, respond to the first trigger operation for the first virtual node and cancel the activation state of the first virtual node; In response to the cancellation of the activation state of the first virtual node, the second virtual node is controlled to enter a pre-activation state, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met; In response to the second trigger operation targeting the third virtual node, the third virtual node is set to an active state; If the third virtual node is in an active state, and it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node, then the second virtual node is automatically switched from the pre-activated state to the active state.
[0006] Accordingly, this application provides an information processing device for a game. The content displayed by the graphical user interface of the game includes at least an attribute configuration interface. The attribute configuration interface includes multiple virtual nodes with dependencies. The multiple virtual nodes include a first virtual node and a second virtual node. The first virtual node is a preceding dependent node activated by the second virtual node. The device includes: The first processing module is configured to respond to a first trigger operation targeting the first virtual node and cancel the activation state of the first virtual node when both the first virtual node and the second virtual node are in an active state. The second processing module is used to control the second virtual node to enter a pre-activation state in response to the cancellation of the activation state of the first virtual node, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met. The third processing module is used to respond to the second trigger operation for the third virtual node and set the third virtual node to an active state. The fourth processing module is used to automatically switch the second virtual node from the pre-activated state to the activated state if the third virtual node is determined to be a prerequisite node for the activation of the second virtual node when the third virtual node is in the activated state.
[0007] Secondly, this application also provides an information processing method in a game. The graphical user interface of the game displays at least an attribute configuration interface. The attribute configuration interface contains multiple virtual nodes with dependencies. The multiple virtual nodes are distributed in multiple levels. The first level includes a first virtual node and a third virtual node. The second level includes a second virtual node. The first level is located before the second level. The activation condition of the second virtual node includes: there is an active virtual node in the first level. The method includes: When both the first virtual node and the second virtual node are active, and the third virtual node is inactive, in response to the switching operation, the activation state of the first virtual node is canceled, and the third virtual node is set to active; wherein, only one virtual node is allowed to be active at the first level at any given time; While deactivating the first virtual node and setting the third virtual node to activation, the activation status of the second virtual node is maintained.
[0008] Accordingly, this application provides an information processing device for a game. The graphical user interface of the game displays at least an attribute configuration interface. The attribute configuration interface contains multiple virtual nodes with dependencies. The multiple virtual nodes are distributed in multiple levels. The first level includes a first virtual node and a third virtual node. The second level includes a second virtual node. The first level is located before the second level. The activation condition of the second virtual node includes: there is an active virtual node in the first level. The device includes: The switching module is used to, in response to a switching operation, cancel the activation state of the first virtual node and set the third virtual node to the active state when both the first virtual node and the second virtual node are active and the third virtual node is inactive; wherein, only one virtual node is allowed to be active at the first level at any given time. The state preservation module is used to cancel the activation state of the first virtual node and maintain the activation state of the second virtual node while setting the third virtual node to the activation state.
[0009] Thirdly, embodiments of this application also provide an electronic device, which includes a processor and a memory, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor performs the steps of an information processing method in any game.
[0010] Fourthly, embodiments of this application also provide a computer-readable storage medium including a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform steps of an information processing method in any game.
[0011] Fifthly, embodiments of this application also provide a computer program product, including a computer program stored in a computer-readable storage medium; when a processor of an electronic device reads the computer program from the computer-readable storage medium, the processor executes the computer program, causing the electronic device to perform the steps of any of the information processing methods in the game provided in embodiments of this application.
[0012] The solution adopted in this application embodiment allows for the cancellation of the activation of the first virtual node (which is a prerequisite node for the activation of the second virtual node) in response to a first trigger operation on the attribute configuration interface, where both the first and second virtual nodes are active. In response to the cancellation of the first virtual node's activation, the second virtual node is controlled to enter a pre-activated state, indicating that the virtual node will automatically activate when the activation conditions are met. In response to a second trigger operation on the third virtual node, the third virtual node is set to an active state. If, while the third virtual node is active, it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node, the second virtual node is automatically switched from the pre-activated state to the active state. Thus, by introducing a pre-activated state, game players can flexibly adjust the states of various virtual nodes with dependencies, reducing the complexity of adjusting virtual node states and improving the efficiency of virtual node state adjustment. Attached Figure Description
[0013] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0014] Figure 1 This is a schematic diagram of a skill tree structure provided in an embodiment of this application; Figure 2 This application provides a scenario illustration; Figure 3 This is a flowchart illustrating the information processing method in a game provided in an embodiment of this application; Figure 4a This is a schematic diagram of the attribute configuration interface provided in an embodiment of this application; Figure 4b This is another schematic diagram of the attribute configuration interface provided in the embodiments of this application; Figure 4c This is another schematic diagram of the attribute configuration interface provided in the embodiments of this application; Figure 4d This is another schematic diagram of the attribute configuration interface provided in the embodiments of this application; Figure 4e This is another schematic diagram of the attribute configuration interface provided in the embodiments of this application; Figure 4f This is another schematic diagram of the attribute configuration interface provided in the embodiments of this application; Figure 4gThis is another schematic diagram of the attribute configuration interface provided in the embodiments of this application; Figure 5 This is another flowchart illustrating the information processing method in the game provided in this application embodiment; Figure 6 This is a schematic diagram of the structure of the information processing device in the game provided in the embodiments of this application; Figure 7 This is another schematic diagram of the information processing device in the game provided in the embodiments of this application; Figure 8 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation
[0015] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.
[0016] Existing games typically feature a skill tree to configure the skills of the virtual character controlled by the player. Skill nodes on the same line of the skill tree are strongly linked; the skill node that precedes the player must be activated before the skill node that follows can be activated. If the skill node that precedes the player fails, all skill nodes on that line that follow the failed skill node will also fail.
[0017] Therefore, once a player has activated a node link on the skill tree, switching a skill node in that link to another skill node at the same position generally requires a relatively complex operation.
[0018] For example, please see Figure 1 , Figure 1 This is a structural diagram of a skill tree. For example... Figure 1As shown, the player has already activated a node link in the skill tree, namely the link formed by node 1, node 2-1, node 3, node 4, node 5-3, node 6, and node 7. When the player wants to switch node 2-1 in this link to node 2-2, that is, to activate a new node link based on node 1, node 2-2, node 3, node 4, node 5-3, node 6, and node 7, there are usually several ways to do this: If a player has surplus skill points (i.e., the virtual resources required to activate skill nodes), they can activate node 2-2 first, then revert to node 2-1, thus forming a new node chain. However, players usually use skill points immediately to upgrade the game accounts they control after acquiring them; therefore, in most cases, players will not have surplus skill points.
[0019] If players don't have enough skill points, they can first revert to node 7, using the skill points recovered from reverting to node 7 to activate node 2-2, then revert to node 2-1, using the skill points recovered from reverting to node 2-1 to activate node 7, thus forming a new node chain. However, this method is not very convenient to operate, requiring players to spend time thinking about the order of node reversion and activation.
[0020] If players don't have enough skill points, they can first revert to node 2-1 (at this point, nodes 3, 4, 5-3, 6, and 7 are all disabled). The skill points recovered from reverting to node 2-1 can then be used to activate node 2-2, and so on, forming a new node chain. However, this method involves a large amount of manual operation. Furthermore, since players need to remember the original node chain to activate disabled nodes, this method suffers from inefficient skill editing due to players forgetting the original chain.
[0021] Therefore, when switching an intermediate node in the node chain of the skill tree, in order to avoid the subsequent nodes of that intermediate node becoming invalid and cleared, the operation can only be carried out in a complicated and inconvenient way. The existing skill tree editing has the problem of low skill editing efficiency.
[0022] To address at least some of the aforementioned problems, embodiments of this application provide an information processing method, apparatus, electronic device, and computer-readable storage medium for games. Specifically, this embodiment will be described from the perspective of an information processing apparatus for games, which can be integrated into an electronic device. That is, the information processing method in the game according to this application embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.
[0023] The information processing method for games provided in this application can be applied to information processing systems such as those in games. This information processing system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.
[0024] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.
[0025] In one embodiment of this application, the information processing method in the game can run on a local terminal device or a server. When the information processing method in the 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.
[0026] For example, when the information processing method in the game runs on a terminal, the terminal device stores the game application and is used to present virtual scenes in the game screen. The terminal device is used to interact with the user through the screen, such as downloading, installing, and running the game application. The terminal device can provide the screen to the user in various ways, such as rendering the display on the terminal device's screen or presenting the screen through holographic projection. For example, the terminal device can include a touch screen and a processor. The touch screen is used to present the screen and receive operation commands generated by the user on the screen, which includes game graphics. The processor is used to run the game, generate the screen, respond to operation commands, and control the display of the screen on the touch screen.
[0027] For example, when the information processing methods in a game run on a server, it can be considered cloud gaming. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game application and the game screen presentation are separate. The storage and execution of the game's information processing methods are completed on the cloud gaming server. The game screen presentation is completed on the cloud gaming client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, PDA, or personal digital assistant. However, the terminal device for processing game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client 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 cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0028] Please see Figure 2 , Figure 2 This is a schematic diagram of a scenario for an information processing system in a game, provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. A user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store game environment-related information in the databases while different users are playing multiplayer games online.
[0029] This application provides an information processing method for games, which can be executed by a terminal or a server. This application example illustrates an information processing method executed by a terminal in a game. The terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this example only uses a touchscreen display). The touchscreen display is used to present the screen and receive operation commands generated by the user interacting with it. When the user operates the screen through the touchscreen display, the screen can control the local content of the terminal in response to the received operation commands, or it can control the content of a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the screen may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the screen associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen. When a user performs a touch operation on the screen using their finger, the screen, upon detecting the touch operation, controls different virtual objects on the game screen to perform actions corresponding to the touch operation. For example, the game can be any of the following types of games with skill tree editing: casual games, action games, role-playing games, strategy games, sports games, puzzle games, etc. The game can include a virtual scene drawn on a graphical user interface displayed on the screen. Furthermore, the graphical user interface displayed on the screen can present one or more indicators to provide guidance to the player. For example, virtual objects possess various skills or abilities that the player uses to achieve objectives. For example, virtual objects may possess one or more weapons, items, tools, etc., that can be used to eliminate other objects in the game. Such skills or abilities can be activated by the player using one of several preset touch operations on the terminal's touchscreen display. The processor can be configured to display corresponding game screens in response to operation commands generated by the user's touch operations.
[0030] It should be noted that, Figure 2 The schematic diagram of the information processing system in the game shown is merely an example. The information processing system and scenario in the game described in this application are for the purpose of more clearly illustrating the technical solutions of this application, and do not constitute a limitation on the technical solutions provided in this application. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application are also applicable to similar technical problems.
[0031] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
[0032] This application provides an information processing method for a game. The graphical user interface of the game displays at least an attribute configuration interface. The attribute configuration interface contains multiple virtual nodes with dependencies. The multiple virtual nodes include a first virtual node and a second virtual node. The first virtual node is a prerequisite node activated by the second virtual node.
[0033] Specifically, the graphical user interface (GUI) is obtained by executing a software application on the processor of a mobile terminal or other terminal and rendering it on a display screen; it can be the display screen interface of the terminal device. The GUI can present the entire game scene or only a part of the game scene. The game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc. When the game scene is large, only a portion of the game scene is displayed on the GUI of the terminal device during gameplay. Optionally, the game scene includes game characters, which can be player-controlled characters or NPCs (non-player characters, a type of character in a game, meaning non-player characters); this exemplary embodiment is not limited to these.
[0034] Specifically, the attribute configuration interface is used to instruct users on how to configure the attributes of a controlled virtual character. This controlled virtual character can be a character controlled by a game account, which can be the currently logged-in player's account. The virtual character (also called a game object or virtual object) can refer to a dynamic object that can be controlled within a virtual environment. Optionally, this dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual character can be a character controlled by the player through an input device (i.e., a controlled virtual character), or an artificial intelligence (AI) trained and set up for combat in a virtual environment, or a non-player character (NPC) set up within the virtual environment.
[0035] The property configuration interface can contain multiple virtual nodes with dependencies. The first virtual node refers to the virtual node that is depended upon in the dependency relationship (i.e., the dependent party), and the second virtual node refers to the virtual node that the dependency relationship needs to depend on (i.e., the dependent party). For an example, please refer to [link to example]. Figure 4a , Figure 4aThis is a schematic diagram of the attribute configuration interface provided in the embodiments of this application. Figure 4a The attribute configuration interface shown includes multiple circles, each corresponding to a virtual node. Figure 4a In the attribute configuration interface shown, virtual nodes in adjacent columns have dependencies; any virtual node in a preceding column is a prerequisite node for any virtual node in a following column. For example, a virtual node in the first column is a prerequisite node for a virtual node in the second column; that is, a virtual node in the first column is the first virtual node, and a virtual node in the second column is the second virtual node. If a virtual node in the first column is active, a virtual node in the second column can be activated. Similarly, virtual nodes in the first and second columns are prerequisite nodes for virtual nodes in the third column, and so on.
[0036] Virtual nodes correspond to the attributes of the controlled virtual character. The attribute configuration interface allows you to configure the abilities and attributes of the controlled virtual character, including but not limited to skill attributes and growth attributes. Virtual nodes can include various attribute configuration states, such as active, pre-activated, and inactive. When a virtual node corresponds to the ability attribute of a controlled virtual character, the active state indicates that the ability attribute corresponding to the virtual node is effective for the controlled virtual character. The inactive and pre-activated states indicate that the ability attribute corresponding to the virtual node is not currently effective for the controlled virtual character. The difference between the inactive and pre-activated states is that the pre-activated state also indicates that the virtual node will automatically activate when the activation conditions are met.
[0037] For example, the attribute configuration interface described above is an interface for configuring the skill tree corresponding to the controlled virtual character. Each virtual node in the attribute configuration interface corresponds to a configurable skill attribute of the controlled virtual character. The skill tree is used to visually describe the skill learning and growth system of game players, drawing inspiration from the talent system in role-playing games. In the game, players can obtain skill points through character leveling or other means, and then allocate these skill points to different branches of the skill tree to unlock and improve corresponding skills. The skill tree is usually presented as a tree structure, including multiple virtual nodes, each representing a skill or ability, and the connections between virtual nodes represent the relationships and progression between skills. For example, Figure 4a The tree structure formed by the nodes contained in it is called the skill tree.
[0038] Understandably, the game is configured with display styles for virtual nodes under different attribute configuration states. Specifically, the graphical user interface (GUI) displays active virtual nodes using a first display style; pre-activated virtual nodes using a second display style; and inactive virtual nodes using a third display style. These three display styles are distinct. The first display style indicates an active virtual node. The second display style indicates a pre-activated virtual node, and the third display style indicates an inactive virtual node. The first, second, and third display styles can be adjusted based on actual conditions and are not restricted here. For example, the first display style corresponding to the active state might show a yellow halo around the virtual node, the third display style corresponding to the inactive state might show a gray halo around the virtual node, and the second display style corresponding to the pre-activated state might show a halo of a color different from yellow and gray (such as green or red) around the virtual node. For another example, please refer to [link to example]. Figure 4b The attribute configuration interface shown has three display styles: Activated (first style) – a yellow halo around the virtual node; Inactive (third style) – a gray halo around the virtual node; Pre-activated (second style) – a yellow halo around the virtual node with the word "Pre". By changing the display style of the virtual nodes, players can clearly understand the different attribute configurations of connecting different virtual nodes.
[0039] Specifically, please refer to Figure 3 , Figure 3 This application provides an embodiment of an information processing method for games. The specific flow of this information processing method can be summarized in steps 101 to 104, wherein: Step 101: When both the first virtual node and the second virtual node are active, respond to the first trigger operation for the first virtual node and cancel the activation state of the first virtual node.
[0040] The first trigger operation is used to indicate the cancellation of the activation state of the first virtual node. The first trigger operation can be a touch operation to deactivate the first virtual node. This touch operation can include single operations such as clicking, double-clicking, swiping, touching, and long-pressing, or combinations of the above single operations, such as a combination of swiping and clicking, clicking and clicking, or long-pressing and swiping. The first trigger operation can also be a touch operation on the activation / cancellation control set for the first virtual node. The activation / cancellation control set for the first virtual node can be triggered and displayed through touch operations on the first virtual node (such as double-clicking, long-pressing, long-pressing and swiping, etc.), or displayed in a pop-up window or other form in the property configuration interface.
[0041] For example, please refer to Figure 4a and Figure 4b The attribute configuration interface shown responds to the Figure 4a The activation / deactivation operation (such as a click or other first triggered operation) of the second virtual node in the second column (i.e., the first virtual node) will change the display style of the second virtual node in the second column from... Figure 4a The first display style shown (i.e., the display style corresponding to the active state) is switched to the following: Figure 4b The third display style shown (i.e. the display style corresponding to the inactive state).
[0042] Step 102: In response to the cancellation of the activation state of the first virtual node, control the second virtual node to enter the pre-activation state, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met.
[0043] Activation conditions refer to the conditions that must be met for a virtual node in a pre-activated state to switch from a pre-activated state to an activated state. Specifically, in response to the cancellation of the activation state of the first virtual node, the second virtual node is controlled to switch from an activated state to a pre-activated state.
[0044] For example, please refer to Figure 4a and Figure 4b The attribute configuration interface shown, where the first virtual node is the second virtual node in the second column, includes the first virtual node in the third column. In response to... Figure 4a The activation / deactivation operation of the second virtual node in the second column will change the display style of the first virtual node (i.e., the second virtual node in the second column) from as shown. Figure 4a The first display style shown is switched to as follows: Figure 4b The third display style shown, and the control of the second virtual node (i.e., the first virtual node in the third column) from, as Figure 4a The first display style shown (i.e., the display style corresponding to the active state) is switched to the following: Figure 4bThe second display style shown (i.e., the display style corresponding to the pre-activated state).
[0045] In some embodiments, the plurality of virtual nodes further includes a fifth virtual node, which has a second virtual node as a preceding dependent node.
[0046] Specifically, the fifth virtual node is the virtual node that is active on the property configuration interface and has the second virtual node as its preceding dependency. For example, please refer to [link to relevant documentation]. Figure 4a On the attribute configuration interface shown, the active node links are: the second virtual node in the first column, the second virtual node in the second column, the first virtual node in the third column, the second virtual node in the fourth column, the second virtual node in the fifth column, the first virtual node in the sixth column, the second virtual node in the seventh column, the first virtual node in the eighth column, and the second virtual node in the ninth column. When the second virtual node is the first virtual node in the third column, the fifth virtual node, in the order of the node links, is: the second virtual node in the fourth column, the second virtual node in the fifth column, the first virtual node in the sixth column, the second virtual node in the seventh column, the first virtual node in the eighth column, and the second virtual node in the ninth column.
[0047] Based on this, the information processing method in the above game also includes: in response to the cancellation of the activation state of the first virtual node, controlling the fifth virtual node to enter the pre-activation state.
[0048] Specifically, in response to the cancellation of the activation state of the first virtual node, a node link with the first virtual node as a preceding dependent node is determined, and the fifth virtual node on that node link is controlled to enter the pre-activation state.
[0049] For example, please refer to Figure 4a and Figure 4b The attribute configuration interface shown responds to the Figure 4a The activation / deactivation operation of the second virtual node in the second column will change the display style of the second virtual node in the second column from as shown in the image. Figure 4a The first display style shown is switched to as follows: Figure 4b The third display style shown, and the control of the second virtual node (i.e., the first virtual node in the third column) from, as Figure 4a The first display style shown is switched to as follows: Figure 4b The second display style shown, and the control of the fifth virtual node (i.e., the second virtual node in the fourth column, the second virtual node in the fifth column, the first virtual node in the sixth column, the second virtual node in the seventh column, the first virtual node in the eighth column, and the second virtual node in the ninth column) from, as Figure 4a The first display style shown is switched to as follows: Figure 4bThe second display style shown.
[0050] In this way, by adjusting the display style of the second and fifth virtual nodes to the pre-activated display style, players can clearly know the original node chain, thus avoiding the problem of low editing efficiency caused by players forgetting the original node chain.
[0051] Step 103: Respond to the second trigger operation for the third virtual node and set the third virtual node to the active state.
[0052] The third virtual node indicates a virtual node in the property configuration interface that is inactive (e.g., inactive or pre-activated). The second trigger operation indicates the operation to activate the third virtual node. The second trigger operation can be a touch operation on the third virtual node. This touch operation can include single operations such as clicking, double-clicking, swiping, touching, or long-pressing, or combinations of these single operations, such as a combination of swiping and clicking, clicking and clicking, or long-pressing and swiping. The second trigger operation can also be a touch operation on an activation control set for the third virtual node. The activation control set for the third virtual node can be triggered and displayed through touch operations on the third virtual node (such as double-clicking, long-pressing, long-pressing and swiping), or displayed in the property configuration interface as a pop-up or in other forms.
[0053] Step 104: If the third virtual node is in an active state and it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node, then the second virtual node is automatically switched from the pre-activated state to the active state.
[0054] If it is determined that the third virtual node is not a prerequisite node for the activation of the second virtual node, then the pre-activated state of the second virtual node is maintained.
[0055] Following the example above, please refer to Figure 4b and Figure 4c The attribute configuration interface shown responds to the Figure 4b The second trigger operation of the first virtual node (i.e., the third virtual node) in the second column will Figure 4b The display style of the third virtual node is changed from... Figure 4b The third display style shown is switched to as follows: Figure 4c The first display style is shown. Since the first virtual node in the second column is a predecessor node of the first virtual node in the third column (i.e., the second virtual node), the second virtual node is automatically switched from a pre-activated state to an active state, that is, the second virtual node is controlled to switch from a pre-activated state to an active state. Figure 4b The second display style shown (i.e., the display style corresponding to the pre-activated state) is switched to as follows: Figure 4c The first display style shown (i.e. the display style corresponding to the active state).
[0056] In some embodiments, when automatically switching the second virtual node from a pre-activated state to an activated state, the information processing method in the game further includes: automatically switching the fifth virtual node from a pre-activated state to an activated state.
[0057] Following the example above, please refer to Figure 4b and Figure 4c The attribute configuration interface shown responds to the Figure 4b The second trigger operation of the first virtual node (i.e., the third virtual node) in the second column will Figure 4b The display style of the first virtual node in the second column of the general is changed from... Figure 4b The third display style shown is switched to as follows: Figure 4c The first display style is shown. Since the first virtual node in the second column is a predecessor node of the first virtual node in the third column (i.e., the second virtual node), the second virtual node is automatically switched from a pre-activated state to an active state, and the fifth virtual node is automatically switched from a pre-activated state to an active state. That is, the second virtual node (i.e., the first virtual node in the third column) and the fifth virtual node (i.e., the second virtual node in the fourth column, the second virtual node in the fifth column, the first virtual node in the sixth column, the second virtual node in the seventh column, the first virtual node in the eighth column, and the second virtual node in the ninth column) are controlled to switch from a pre-activated state to an active state. Figure 4b The second display style shown (i.e., the display style corresponding to the pre-activated state) is switched to as follows: Figure 4c The first display style shown (i.e. the display style corresponding to the active state).
[0058] In this way, by pre-activating the state, game players can flexibly adjust the intermediate nodes of the node link, reducing the complexity of operation while improving the efficiency of virtual node state adjustment.
[0059] In some embodiments, the plurality of virtual nodes further includes a fourth virtual node, which is currently inactive and does not meet the activation conditions.
[0060] Based on this, the information processing method in the above game also includes: responding to the third trigger operation for the fourth virtual node and setting the fourth virtual node to a pre-activated state; while the fourth virtual node is in the pre-activated state, monitoring whether the activation conditions of the fourth virtual node are met; if the activation conditions of the fourth virtual node are met, automatically switching the fourth virtual node from the pre-activated state to the activated state.
[0061] The third trigger operation is used to instruct the pre-activation of the fourth virtual node. This third trigger operation can be a specific touch operation for pre-activating the fourth virtual node. This touch operation can include single operations such as clicking, double-clicking, swiping, touching, and long-pressing, or combinations of these single operations, such as a combination of swiping and clicking, clicking and clicking, or long-pressing and swiping. The third trigger operation can also be a touch operation for a pre-activated control set for the fourth virtual node. The pre-activated control set for the fourth virtual node can be triggered and displayed through touch operations on the fourth virtual node (such as double-clicking, long-pressing, long-pressing and swiping), or displayed in a pop-up window or other form in the property configuration interface.
[0062] For example, please refer to Figure 4d and Figure 4e The property configuration interface shown includes a pre-activated control. This responds to the pre-activated control and... Figure 4d The third trigger operation of the fourth virtual node in the fourth column (i.e., the fourth virtual node) sets the fourth virtual node from an inactive state to a preactivated state, and its display style changes from... Figure 4d The third display style shown is switched to the one shown below. Figure 4e The second display style is shown. The third triggering operation mentioned above can be for the pre-activated control and for... Figure 4d Simultaneous or sequential touch operations on the fourth virtual node in the fourth column (i.e., the fourth virtual node) are allowed; no restrictions are placed on this. Furthermore, upon detecting that the activation conditions of the fourth virtual node are met, the fourth virtual node is automatically switched from a pre-activated state to an active state, and its display style changes accordingly. Figure 4e The second display style shown is switched to the one shown below. Figure 4f The first display style shown.
[0063] In this way, specific virtual nodes can be pre-activated, so that the specific virtual node can be automatically activated when the activation conditions are met, reducing the number of operations required for game players to activate virtual nodes and improving the interaction efficiency based on activated virtual nodes.
[0064] In some embodiments, multiple virtual nodes can be distributed across multiple levels. The hierarchy, as represented in the attribute configuration interface, can include virtual nodes at the same level arranged in columns, rows, or other orders; the specific arrangement is not limited in this embodiment. For example, as... Figure 4a As shown, virtual nodes at the same level are arranged in columns, meaning virtual nodes in the same column belong to the same level. For example, the four virtual nodes in the first column belong to the same level, while the four virtual nodes in the second column belong to another level.
[0065] It's understandable that different virtual nodes at the same level can have partial relationships. For example, different virtual nodes at the same level might have the same value but different functions. For instance, different virtual nodes at the same level might be used to enhance attack, defense, and healing attributes of equal value. Different virtual nodes at the same level may also not have any relationships. For example, different virtual nodes at the same level might have different values and functions. For instance, different virtual nodes at the same level might be used to enhance attack, defense, and healing attributes of different values. Within successive levels, the value of virtual nodes of the same type that have a dependency relationship is positively correlated with their level. That is, the higher the level, the higher the value of virtual nodes of the same type.
[0066] It is understandable that the activation condition of the second virtual node may be related to the level in which the second virtual node is located. Specifically, when the aforementioned first virtual node and the third virtual node, which can serve as a prerequisite node for the activation of the second virtual node, are located in the first level of multiple levels, and the aforementioned second virtual node is located in the second level of multiple levels, and the first level is located in a preceding position of the second level, the activation condition of the aforementioned second virtual node includes: there is at least one virtual node in the first level that is in an active state.
[0067] It should be noted that multiple virtual nodes within the same level can be configured to be active simultaneously; for example, the first level can allow multiple virtual nodes to be active at the same time. Multiple virtual nodes within the same level can also be configured to activate only one at a time. For example, ... Figure 4a The hierarchy shown in the third column is configured to activate either the first or second virtual node in the third column. The specific configuration can be adjusted according to the specific situation, and no restrictions are imposed here.
[0068] It should be noted that, in addition to the above embodiments where at least one virtual node in the corresponding layer of the preceding position is in an active state (such as the activation condition of the second virtual node including: at least one virtual node in the first layer is in an active state), the activation conditions can also be adjusted according to the actual situation, and there are no restrictions here.
[0069] Optionally, the activation condition may also include that the currently held resources reach the resource threshold required to activate the corresponding virtual node. For example, the activation condition for the second virtual node may also include that the currently held resources reach the resource threshold required to activate the second virtual node. As another example, the activation condition for the fifth virtual node may also include that the currently held resources reach the resource threshold required to activate the fifth virtual node.
[0070] The currently held resources can be understood as the virtual resources currently held by the player. The resource threshold can be understood as the amount of virtual resources required for the player to activate a corresponding virtual node. It should be noted that the amount of virtual resources required to activate different virtual nodes can be the same or different, and can be adjusted according to the actual situation; there are no restrictions here. Specifically, by consuming a certain amount of virtual resources, the virtual node on the attribute configuration interface is activated, switching the virtual node from other states (such as inactive or pre-activated states) to active states.
[0071] Based on this, the process of automatically switching the second virtual node from a pre-activated state to an active state can include: determining whether the number of currently held virtual resources has reached a resource threshold; if so, deducting the virtual resources corresponding to the resource threshold and switching the second virtual node from a pre-activated state to an active state. If not, keeping the second virtual node in a pre-activated state.
[0072] The process of automatically switching the fifth virtual node from a pre-activated state to an activated state may further include: after activating the second virtual node, determining whether the current amount of virtual resources held has reached the resource threshold of the fifth virtual node; if so, deducting the virtual resources corresponding to the resource threshold of the fifth virtual node and switching the fifth virtual node from a pre-activated state to an activated state; otherwise, keeping the fifth virtual node in a pre-activated state.
[0073] For example, in response to Figure 4b The node activation operation for the first virtual node in the second column (i.e., the second target virtual node) first checks whether the current amount of virtual resources held reaches the resource threshold required by the second virtual node (i.e., the first virtual node in the third column). If so, the virtual resources corresponding to the required resource threshold of the second virtual node are deducted, and the second virtual node is switched from a pre-activated state to an activated state. Next, it checks whether the current amount of virtual resources held (i.e., the remaining resources after deducting the virtual resources corresponding to the required resource threshold of the second virtual node) reaches the resource threshold required by the fifth virtual node (i.e., the second virtual node in the fourth column). If so, the virtual resources corresponding to the required resource threshold of the fifth virtual node are deducted, and the fifth virtual node is switched from a pre-activated state to an activated state. Then, it continues to check whether the current amount of virtual resources held (i.e., the remaining resources after deducting the virtual resources corresponding to the required resource threshold of the fifth virtual node) reaches the resource threshold required by the next fifth virtual node (i.e., the second virtual node in the fourth column). If so, the virtual resources corresponding to the required resource threshold of the next fifth virtual node are deducted, and the next fifth virtual node is switched from a pre-activated state to an activated state, and so on. If a fifth virtual node exists (such as the second virtual node in the ninth column), and it is determined whether the current amount of virtual resources held has not reached the resource threshold required by the fifth virtual node, then... Figure 4g As shown, the second virtual node in the ninth column (i.e., the fifth virtual node) is kept in a pre-activated state.
[0074] It should be noted that there are multiple ways for game players to acquire virtual resources, which are not limited here. For example, they can be acquired through game leveling up or completing game tasks, or by recycling the virtual resources required to activate virtual nodes.
[0075] In some embodiments, while performing the above step of "canceling the activation state of the first virtual node", the information processing method in the game also includes: returning the virtual resources consumed when activating the first virtual node.
[0076] Similarly, while performing the above step of "controlling the second virtual node to enter the pre-activated state", the information processing method in the game also includes: returning the virtual resources consumed when activating the second virtual node, and recording the configuration information of the second virtual node to establish a correspondence between the second virtual node and the pre-activated state.
[0077] In some embodiments, a status clearing control is displayed in the property configuration interface.
[0078] The state clearing control can be used to set virtual nodes in a pre-activated state in the attribute configuration interface to an inactive state. Based on this, the information processing method in the game also includes: responding to a fourth trigger operation on the state clearing control to set the virtual node in a pre-activated state to an inactive state. The fourth trigger operation refers to a touch operation based on the state clearing control. This touch operation can include single operations such as click, double-click, swipe, touch, and long press, or combinations of these single operations, such as a combination of swipe and click, a combination of clicks, or a combination of long press and swipe. The third trigger operation can also be a touch operation on the pre-activated control set for the fourth virtual node; its specific implementation can be adjusted according to actual conditions and is not limited here.
[0079] Optionally, the state clearing control can also be used to set a specific virtual node in a pre-activated state to an inactive state. That is, the state clearing control can be triggered for a specific virtual node. Based on this, the information processing method in the game further includes: responding to a fifth trigger operation based on the state clearing control and the specific virtual node, and setting the specific virtual node in a pre-activated state to an inactive state. The fifth trigger operation can be a simultaneous touch operation on the state clearing control and the specific virtual node, or a sequential touch operation; there is no limitation here. Thus, through the state clearing control, game players can adaptively clear the pre-activated state of virtual nodes, improving the flexibility and convenience of attribute configuration.
[0080] The solution adopted in this application embodiment allows for the cancellation of the activation of the first virtual node (which is a prerequisite node for the activation of the second virtual node) in response to a first trigger operation on the attribute configuration interface, where both the first and second virtual nodes are active. In response to the cancellation of the first virtual node's activation, the second virtual node is controlled to enter a pre-activated state, indicating that the virtual node will automatically activate when the activation conditions are met. In response to a second trigger operation on the third virtual node, the third virtual node is set to an active state. If, while the third virtual node is active, it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node, the second virtual node is automatically switched from the pre-activated state to the active state. Thus, by introducing a pre-activated state, game players can flexibly adjust the states of various virtual nodes with dependencies, reducing the complexity of adjusting virtual node states and improving the efficiency of virtual node state adjustment.
[0081] This application also provides an information processing method for a game. The graphical user interface of the game displays at least an attribute configuration interface. The attribute configuration interface contains multiple virtual nodes with dependencies. The multiple virtual nodes are distributed in multiple levels. The first level includes a first virtual node and a third virtual node. The second level includes a second virtual node. The first level is located in the preceding position of the second level. The activation condition of the second virtual node includes: there is an active virtual node in the first level.
[0082] The attribute configuration interface, virtual nodes, and the dependencies and hierarchies between virtual nodes can be referenced from the definition in the previous embodiment of the information processing method in the game. The difference between the current embodiment and the previous embodiment in the information processing method in the game is that in the current embodiment, only one virtual node is allowed to be activated at the first level at any given time.
[0083] Specifically, please refer to Figure 5 , Figure 5 This application provides an embodiment of an information processing method for games. The specific flow of this information processing method can be summarized in steps 201-202, wherein: Step 201: When both the first and second virtual nodes are active and the third virtual node is inactive, in response to the switching operation, the activation state of the first virtual node is canceled and the third virtual node is set to active; wherein, only one virtual node is allowed to be active at the first level at any given time.
[0084] Among them, the first virtual node and the third virtual node are both virtual nodes located at the first level.
[0085] The switching operation can refer to a touch operation on another virtual node that is inactive at the same level. For example, the switching operation is a touch operation on a third virtual node that is inactive at the first level. This touch operation can include single operations such as clicking, double-clicking, swiping, touching, and long-pressing, or combinations of the above single operations, such as a combination of swiping and clicking, clicking and clicking, or long-pressing and swiping.
[0086] For example, such as Figure 4a As shown, the second virtual node in the second column (i.e., the first virtual node) and the first virtual node in the third column (i.e., the second virtual node) are both active, while the first virtual node in the second column (i.e., the third virtual node) is inactive. In response to a touch operation (such as a tap or double tap) on the first virtual node in the second column, a toggle operation is triggered, deactivating the second virtual node in the second column (i.e., the first virtual node) and setting the first virtual node in the second column (i.e., the third virtual node) to active, resulting in the following... Figure 4c The attribute configuration interface shown.
[0087] Step 202: While canceling the activation state of the first virtual node and setting the third virtual node to the activation state, the activation state of the second virtual node is maintained.
[0088] In some embodiments, the plurality of virtual nodes further includes a fifth virtual node, which has a second virtual node as a preceding dependent node.
[0089] The information processing method in the above game also includes: while canceling the activation state of the first virtual node and setting the third virtual node to the activation state, maintaining the activation state of the second and fifth virtual nodes.
[0090] Following the example above, while deactivating the second virtual node (i.e., the first virtual node) in the second column and setting the first virtual node (i.e., the third virtual node) in the second column to be active, the first virtual node (i.e., the second virtual node) in the third column, as well as the second virtual node in the fourth column, the second virtual node in the fifth column, the first virtual node in the sixth column, the second virtual node in the seventh column, the first virtual node in the eighth column, and the second virtual node (i.e., the fifth virtual node) in the ninth column are kept active.
[0091] When activating a virtual node requires the consumption of virtual resources, the above step "cancel the activation state of the first virtual node and set the third virtual node to the activation state" may include: when canceling the activation state of the first virtual node, determining whether the amount of virtual resources held after returning the virtual resources consumed when activating the first virtual node reaches the resource threshold of the third virtual node; if so, then simultaneously setting the third virtual node to the activation state; otherwise, keeping the third virtual node in the inactive state, and controlling the second and fifth virtual nodes to enter the pre-activation state.
[0092] Furthermore, if the amount of virtual resources held after returning the virtual resources consumed when activating the first virtual node can reach the resource threshold of the third virtual node, and the amount of virtual resources required to activate the third virtual node is greater than the amount of virtual resources required to activate the first virtual node, then the above step "while canceling the activation state of the first virtual node and setting the third virtual node to the activation state, maintaining the activation state of the second virtual node" may include: while canceling the activation state of the first virtual node and setting the third virtual node to the activation state, determining whether the amount of virtual resources held after activating the third virtual node reaches the resource threshold of the second virtual node; if yes, maintaining the activation state of the second virtual node; otherwise, controlling the second virtual node to enter the pre-activation state.
[0093] Furthermore, if the number of virtual resources held after activating the third virtual node reaches the resource threshold of the second virtual node, the method further includes: maintaining the activation state of the second virtual node, and determining whether the number of virtual resources held after activating the second virtual node reaches the resource threshold of the fifth virtual node. If yes, the activation state of the fifth virtual node is maintained; otherwise, the fifth virtual node is controlled to enter the pre-activation state.
[0094] Thus, the solution of this application embodiment can be adopted. When both the first and second virtual nodes in the attribute configuration interface are active, and the third virtual node is inactive, in response to a switching operation, the activation state of the first virtual node is canceled, and the third virtual node is set to active. The first and third virtual nodes are located at the first level, the second virtual node is located at the second level, the first level precedes the second level, and only one virtual node is allowed to be active at a time at the first level. During the process of canceling the activation state of the first virtual node and setting the third virtual node to active, the activation state of the second virtual node is maintained. Thus, by introducing a pre-activated state, game players can flexibly adjust the state of each virtual node at different levels, reducing the operational complexity of adjusting virtual node states while improving the efficiency of virtual node state adjustment. This application embodiment also provides an information processing device for a game, which can be specifically integrated into a terminal device.
[0095] For example, such as Figure 6 As shown, the graphical user interface of the game, where the information processing device is located, displays at least an attribute configuration interface. This interface contains multiple virtual nodes with dependencies, including a first virtual node and a second virtual node. The first virtual node is a prerequisite node activated by the second virtual node. The information processing device in this game may include: The first processing module 301 is used to respond to a first trigger operation for the first virtual node and cancel the activation state of the first virtual node when both the first virtual node and the second virtual node are in an active state. The second processing module 302 is used to control the second virtual node to enter a pre-activation state in response to the cancellation of the activation state of the first virtual node, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met. The third processing module 303 is used to respond to the second trigger operation for the third virtual node and set the third virtual node to an active state. The fourth processing module 304 is used to automatically switch the second virtual node from the pre-activated state to the activated state if the third virtual node is determined to be a prerequisite node for the activation of the second virtual node when the third virtual node is in the activated state.
[0096] In some embodiments, the plurality of virtual nodes further includes a fourth virtual node, which is currently inactive and does not meet the activation conditions.
[0097] Based on this, the information processing device in the aforementioned game also includes: The first processing unit is used to respond to the third trigger operation for the fourth virtual node and set the fourth virtual node to a pre-activated state. The first monitoring unit is used to monitor whether the activation conditions of the fourth virtual node are met during the pre-activation process of the fourth virtual node. The first switching unit is used to automatically switch the fourth virtual node from the pre-activated state to the activated state if the activation conditions of the fourth virtual node are detected.
[0098] In some embodiments, the plurality of virtual nodes are distributed in multiple layers, with the first virtual node and the third virtual node located in the first layer and the second virtual node located in the second layer. The first level is located before the second level. The activation conditions for the second virtual node include: there is at least one virtual node in the first level that is in an active state.
[0099] In some embodiments, the first level described above allows multiple virtual nodes to be activated simultaneously.
[0100] In some embodiments, the activation conditions may further include having the currently held resources reach a resource threshold required to activate the second virtual node.
[0101] Based on this, the fourth processing module 304 automatically switches the second virtual node from the pre-activated state to the activated state, including: The judgment unit is used to determine whether the number of virtual resources currently held has reached the resource threshold; The second switching unit is used to deduct the virtual resources corresponding to the resource threshold if the condition is met, and switch the second virtual node from the pre-activated state to the activated state.
[0102] In some embodiments, canceling the activation state of the first virtual node in the first processing module 301 includes: The first resource return unit is used to return the virtual resources consumed when activating the first virtual node; Based on this, the second processing module 302 described above controls the second virtual node to enter a pre-activation state, including: The second resource return unit is used to return the virtual resources consumed when activating the second virtual node and record the configuration information of the second virtual node to establish the correspondence between the second virtual node and the pre-activated state.
[0103] In some embodiments, the plurality of virtual nodes further includes a fifth virtual node, which has a second virtual node as a preceding dependent node.
[0104] Based on this, the information processing device in the aforementioned game also includes: The second processing unit is used to control the fifth virtual node to enter the pre-activation state in response to the cancellation of the activation state of the first virtual node.
[0105] When automatically switching the second virtual node from a pre-activated state to an activated state, the information processing device in the above game also includes: The third processing unit is used to automatically switch the fifth virtual node from the pre-activated state to the activated state.
[0106] In some embodiments, the information processing device in the above-mentioned game further includes: The first display unit is used to display the status clearing control in the property configuration interface; The third switching unit is used to respond to the fourth trigger operation for the state clearing control, setting the virtual node in the pre-activated state to the inactive state.
[0107] In some embodiments, the aforementioned virtual nodes correspond to the ability attributes of the controlled virtual character; The aforementioned activation status is used to indicate that the ability attributes corresponding to the virtual node take effect on the controlled virtual character; The aforementioned pre-activation state indicates that the ability attributes corresponding to the virtual node are temporarily not effective for the controlled virtual character.
[0108] In some embodiments, the information processing device in the above-mentioned game further includes: The second display unit is used to display the virtual node in the active state in the graphical user interface in a first display style; The third display unit is used to display virtual nodes in a pre-activated state in a second display style in the graphical user interface; The fourth display unit is used to display virtual nodes that are inactive in the graphical user interface in a third display style; The first display style, the second display style, and the third display style are all different from each other.
[0109] The solution adopted in this application embodiment allows the first processing module 301 to cancel the activation of the first virtual node (which is a prerequisite node for the activation of the second virtual node) in response to a first trigger operation on the attribute configuration interface when both the first and second virtual nodes are active. The second processing module 302, responding to the cancellation of the first virtual node's activation, controls the second virtual node to enter a pre-activated state, indicating that the virtual node will automatically activate when the activation conditions are met. The third processing module 303, responding to a second trigger operation on the third virtual node, sets the third virtual node to an active state. The fourth processing module 304, when the third virtual node is active, automatically switches the second virtual node from the pre-activated state to the active state if it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node. Thus, by introducing a pre-activated state, game players can flexibly adjust the states of various virtual nodes with dependencies, reducing the complexity of adjusting virtual node states and improving the efficiency of virtual node state adjustment.
[0110] For example, such as Figure 7 As shown, the graphical user interface of the game, where the information processing device is located, displays at least an attribute configuration interface. This interface contains multiple virtual nodes with dependencies, distributed across multiple levels. The first level includes a first virtual node and a third virtual node, and the second level includes a second virtual node. The first level precedes the second level. The activation condition for the second virtual node includes the presence of an active virtual node in the first level. The information processing device in the game may include: When the first virtual node and the second virtual node are both active and the third virtual node is inactive, the switching module 401, in response to the switching operation, cancels the activation of the first virtual node and sets the third virtual node to the active state; wherein, only one virtual node is allowed to be active at the first level at any given time. The state maintenance module 402 cancels the activation state of the first virtual node and maintains the activation state of the second virtual node while setting the third virtual node to the activation state.
[0111] The solution adopted in this application embodiment allows the switching module 401 to, in the case where both the first and second virtual nodes in the attribute configuration interface are active, and the third virtual node is inactive, respond to a switching operation by canceling the activation of the first virtual node and setting the third virtual node to active. Here, the first and third virtual nodes are located at the first level, the second virtual node is located at the second level, the first level precedes the second level, and only one virtual node is allowed to be active at any given time at the first level. The state holding module 402 maintains the active state of the second virtual node while canceling the activation of the first virtual node and setting the third virtual node to active. Thus, by introducing a pre-activated state, game players can flexibly adjust the state of each virtual node at different levels, reducing the complexity of adjusting virtual node states and improving the efficiency of virtual node state adjustment.
[0112] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.
[0113] like Figure 8 As shown, Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 500 includes a processor 501 with one or more processing cores, a memory 502 with one or more computer-readable storage media, and a computer program stored on the memory 502 and executable on the processor. The processor 501 and the memory 502 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0114] The processor 501 is the control center of the electronic device 500. It connects various parts of the electronic device 500 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 502, and by calling data stored in the memory 502, it executes various functions and processes data of the electronic device 500, thereby providing overall monitoring of the electronic device 500. The processor 501 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this application.
[0115] In this embodiment, the processor 501 in the electronic device 500 loads the instructions corresponding to the processes of one or more applications into the memory 502 according to the following steps, and the processor 501 runs the applications stored in the memory 502 to realize various functions, such as: When both the first virtual node and the second virtual node are active, respond to the first trigger operation targeting the first virtual node to cancel the activation state of the first virtual node; In response to the cancellation of the activation state of the first virtual node, the second virtual node is controlled to enter the pre-activation state, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met. In response to the second trigger operation targeting the third virtual node, the third virtual node is set to an active state; If the third virtual node is active and it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node, the second virtual node will be automatically switched from the pre-activated state to the active state.
[0116] The electronic device provided in this application embodiment can, when both the first and second virtual nodes in the attribute configuration interface are active, respond to a first trigger operation targeting the first virtual node to cancel the activation of the first virtual node, wherein the first virtual node is a prerequisite node for the activation of the second virtual node; in response to the cancellation of the activation of the first virtual node, the second virtual node is controlled to enter a pre-activation state, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met; in response to a second trigger operation targeting the third virtual node, the third virtual node is set to an active state; when the third virtual node is active, if it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node, the second virtual node is automatically switched from the pre-activation state to the active state. Thus, by introducing a pre-activation state, game players can flexibly adjust the states of various virtual nodes with dependencies, thereby reducing the operational complexity of adjusting virtual node states and improving the efficiency of virtual node state adjustment.
[0117] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0118] Optional, such as Figure 8 As shown, the electronic device 500 also includes: a touch display screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the touch display screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507. Those skilled in the art will understand that... Figure 8The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0119] The touch display screen 503 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 503 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 501. It can also receive and execute commands from the processor 501. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 501 to determine the type of touch event. Subsequently, the processor 501 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 503 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 503 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 503 can also be used as part of the input unit 506 to achieve input functions.
[0120] The radio frequency circuit 504 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
[0121] Audio circuitry 505 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 505 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 505, converted back into audio data, and then processed by processor 501 before being transmitted via radio frequency circuitry 504 to, for example, another electronic device, or output to memory 502 for further processing. Audio circuitry 505 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.
[0122] The input unit 506 can be used to receive user touch operations, user gaze points on the screen, etc.
[0123] Power supply 507 is used to supply power to various components of electronic device 500. Optionally, power supply 507 can be logically connected to processor 501 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 507 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0124] although Figure 8 As not shown in the diagram, the electronic device 500 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0125] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0126] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0127] Therefore, embodiments of this application provide a computer-readable storage medium storing multiple computer programs that can be loaded by a processor to execute any of the information processing methods in a game provided in embodiments of this application. The computer program can execute the steps of the information processing method in the game as follows: When both the first virtual node and the second virtual node are active, respond to the first trigger operation targeting the first virtual node to cancel the activation state of the first virtual node; In response to the cancellation of the activation state of the first virtual node, the second virtual node is controlled to enter the pre-activation state, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met. In response to the second trigger operation targeting the third virtual node, the third virtual node is set to an active state; If the third virtual node is active and it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node, the second virtual node will be automatically switched from the pre-activated state to the active state.
[0128] Using the computer-readable storage medium provided in this application embodiment, when both the first and second virtual nodes in the attribute configuration interface are active, the activation state of the first virtual node is canceled in response to a first trigger operation targeting the first virtual node, wherein the first virtual node is a prerequisite node for the activation of the second virtual node; in response to the cancellation of the activation state of the first virtual node, the second virtual node is controlled to enter a pre-activation state, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met; in response to a second trigger operation targeting the third virtual node, the third virtual node is set to an active state; when the third virtual node is active, if it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node, the second virtual node is automatically switched from the pre-activation state to the active state. Thus, by introducing a pre-activation state, game players can flexibly adjust the states of various virtual nodes with dependencies, thereby reducing the operational complexity of adjusting the state of virtual nodes and improving the efficiency of virtual node state adjustment.
[0129] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0130] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0131] Since the computer program stored in the computer-readable storage medium can execute any of the information processing methods in the game provided in the embodiments of this application, the beneficial effects that the information processing methods in the game provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.
[0132] According to one aspect of this application, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
[0133] In the above embodiments of the information processing device, computer-readable storage medium, electronic device, and computer program product in the game, the descriptions of each embodiment have different focuses. Parts not described in detail in a certain embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the information processing device, computer-readable storage medium, computer program product, electronic device, and their corresponding units in the game described above can be referred to the description of the information processing method in the game as shown in the above embodiments, and will not be repeated here.
[0134] The foregoing has provided a detailed description of an information processing method, apparatus, electronic device, computer-readable storage medium, and computer program product for a game, as provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the embodiments above are only for the purpose of helping to understand the method and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.
Claims
1. An information processing method in a game, characterized in that, The graphical user interface of the game displays at least an attribute configuration interface, which contains multiple virtual nodes with dependencies. The multiple virtual nodes include a first virtual node and a second virtual node, where the first virtual node is a prerequisite node activated by the second virtual node. The method includes: When both the first virtual node and the second virtual node are active, respond to the first trigger operation for the first virtual node and cancel the activation state of the first virtual node; In response to the cancellation of the activation state of the first virtual node, the second virtual node is controlled to enter a pre-activation state, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met; In response to the second trigger operation targeting the third virtual node, the third virtual node is set to an active state; If the third virtual node is in an active state, and it is determined that the third virtual node is a prerequisite node for the activation of the second virtual node, then the second virtual node is automatically switched from the pre-activated state to the active state.
2. The method according to claim 1, characterized in that, The plurality of virtual nodes further includes a fourth virtual node, which is currently inactive and does not meet the activation conditions; the method further includes: In response to a third triggering operation on the fourth virtual node, the fourth virtual node is set to the pre-activated state; During the pre-activation state of the fourth virtual node, it is monitored whether the activation conditions of the fourth virtual node are met. If the activation conditions of the fourth virtual node are detected, the fourth virtual node will be automatically switched from the pre-activated state to the activated state.
3. The method according to claim 1, characterized in that, The plurality of virtual nodes are distributed in multiple layers, with the first virtual node and the third virtual node located in the first layer and the second virtual node located in the second layer. The first level is located before the second level, and the activation conditions of the second virtual node include: there is at least one virtual node in the first level that is in an active state.
4. The method according to claim 3, characterized in that, The first level allows multiple virtual nodes to be activated simultaneously.
5. The method according to claim 1, characterized in that, The activation conditions also include the current resources holding reaching the resource threshold required to activate the second virtual node; The automatic switching of the second virtual node from the pre-activated state to the activated state includes: Determine whether the current quantity of virtual resources held has reached the resource threshold; If so, then deduct the virtual resources corresponding to the resource threshold, and switch the second virtual node from the pre-activated state to the activated state.
6. The method according to claim 5, characterized in that, The process of deactivating the first virtual node includes: Return the virtual resources consumed when activating the first virtual node; The control of the second virtual node to enter the pre-activation state includes: The virtual resources consumed when activating the second virtual node are returned, and the configuration information of the second virtual node is recorded to establish a correspondence between the second virtual node and the pre-activated state.
7. The method according to claim 1, characterized in that, The plurality of virtual nodes also includes a fifth virtual node, which has the second virtual node as a preceding dependent node; The method further includes: In response to the cancellation of the activation state of the first virtual node, the fifth virtual node is controlled to enter the pre-activation state; When automatically switching the second virtual node from the pre-activated state to the activated state, the method further includes: The fifth virtual node is automatically switched from the pre-activated state to the activated state.
8. The method according to claim 1, characterized in that, The method further includes: A status clearing control is displayed in the attribute configuration interface; In response to the fourth trigger operation of the state clearing control, the virtual node in the pre-activated state is set to the inactive state.
9. The method according to any one of claims 1-8, characterized in that, The virtual nodes correspond to the ability attributes of the controlled virtual characters; The activation state is used to indicate that the ability attribute corresponding to the corresponding virtual node takes effect on the controlled virtual character; The pre-activation state indicates that the ability attributes corresponding to the virtual node are temporarily not effective for the controlled virtual character.
10. The method according to any one of claims 1-8, characterized in that, The method further includes: The active virtual node is displayed in the first display style in the graphical user interface; The virtual node in the pre-activated state is displayed in the graphical user interface in a second display style; The inactive virtual node is displayed in the third display style in the graphical user interface; The first display style, the second display style, and the third display style are all different from each other.
11. An information processing method in a game, characterized in that, The graphical user interface of the game displays at least an attribute configuration interface, which contains multiple virtual nodes with dependencies. These virtual nodes are distributed across multiple levels. The first level includes a first virtual node and a third virtual node, and the second level includes a second virtual node. The first level is located before the second level. The activation condition for the second virtual node includes the presence of an active virtual node in the first level. The method includes: When both the first virtual node and the second virtual node are active, and the third virtual node is inactive, in response to the switching operation, the activation state of the first virtual node is canceled, and the third virtual node is set to active; wherein, only one virtual node is allowed to be active at the first level at any given time; While deactivating the first virtual node and setting the third virtual node to activation, the activation status of the second virtual node is maintained.
12. An information processing device for games, characterized in that, The graphical user interface of the game displays at least an attribute configuration interface, which contains multiple virtual nodes with dependencies. The multiple virtual nodes include a first virtual node and a second virtual node, where the first virtual node is a prerequisite node activated by the second virtual node. The device includes: The first processing module is configured to respond to a first trigger operation targeting the first virtual node and cancel the activation state of the first virtual node when both the first virtual node and the second virtual node are in an active state. The second processing module is used to control the second virtual node to enter a pre-activation state in response to the cancellation of the activation state of the first virtual node, wherein the pre-activation state is used to indicate that the virtual node will automatically activate when the activation conditions are met. The third processing module is used to respond to the second trigger operation for the third virtual node and set the third virtual node to an active state. The fourth processing module is used to automatically switch the second virtual node from the pre-activated state to the activated state if the third virtual node is determined to be a prerequisite node for the activation of the second virtual node when the third virtual node is in the activated state.
13. An electronic device, characterized in that, It includes a processor and a memory, wherein the memory stores a computer program that, when executed by the processor, causes the processor to perform the steps of the information processing method in the game according to any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, It includes a computer program that, when run on an electronic device, causes the electronic device to perform the steps of the information processing method in any one of claims 1 to 11.