Game interaction control method, device and electronic equipment

By configuring triggers that follow the movement of game characters and using preset trigger conditions to cause damage to other characters, the problems of limited game skills and limited scene changes are solved, which improves the fun and playability of the game and reduces resource waste.

CN122164077APending Publication Date: 2026-06-09NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2026-02-11
Publication Date
2026-06-09

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  • Figure CN122164077A_ABST
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Abstract

The present disclosure provides a game interaction control method and device and electronic equipment, displaying a first game scene corresponding to an action stage of a game session, the first game scene including a first game character, a second game character and a third game character participating in the game session, the first game character being configured with a target game skill; in response to the first game character using the target game skill on the second game character, configuring the second game character with a trigger that moves with the second game character; in response to the third game character and the second game character meeting a preset trigger condition, controlling the trigger to cause damage to the third game character. In this way, by configuring the second game character with a trigger through the first game character using the target game skill on the second game character, the trigger causes damage to the third game character when the third game character and the second game character meet the preset trigger condition, thereby improving the interest and playability of the game.
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Description

Technical Field

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

[0002] In the game, player characters can use game skills to attack other characters. However, the game skills available to player characters are currently relatively limited, and the game scene content and scene changes are limited, which affects the player's gaming experience, easily leads to player churn, and consequently causes a waste of server resources. Summary of the Invention

[0003] The purpose of this disclosure is to provide a game interaction control method, device, and electronic device to improve game playability and gaming experience, and reduce the waste of server resources.

[0004] In a first aspect, this disclosure provides a game interaction control method, which includes: displaying a first game scene corresponding to the action phase of a game match; wherein the first game scene includes a first game character, a second game character, and a third game character participating in the game match; wherein the first game character is configured with a target game skill; in response to the first game character using the target game skill on the second game character, configuring a trigger for the second game character to move with the second game character; in response to the third game character and the second game character satisfying a preset triggering condition, controlling the trigger to cause damage to the third game character.

[0005] Secondly, this disclosure provides a game interaction control device, which includes: a scene display module for displaying a first game scene corresponding to the action phase of a game match; wherein the first game scene includes a first game character, a second game character, and a third game character participating in the game match; wherein the first game character is configured with a target game skill; a trigger configuration module for configuring a trigger for the second game character to move along with the second game character in response to the first game character using the target game skill on the second game character; and a trigger triggering module for controlling the trigger to cause damage to the third game character in response to the third game character and the second game character meeting preset triggering conditions.

[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the above-described game interaction control method.

[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the aforementioned game interaction control method.

[0008] The embodiments disclosed herein bring the following beneficial effects:

[0009] This disclosure provides a game interaction control method, device, and electronic device. First, it displays a first game scene corresponding to the action phase of a game match. The first game scene includes a first game character, a second game character, and a third game character participating in the game. The first game character is equipped with a target game skill. Then, in response to the first game character using the target game skill on the second game character, a trigger is configured for the second game character to move with it. Next, in response to the third game character and the second game character meeting a preset trigger condition, the trigger is controlled to inflict damage on the third game character. In this method, by configuring a trigger for the second game character through the first game character using a target game skill on the second game character, and then triggering the trigger to inflict damage on the third game character when the preset trigger condition is met by the third game character and the second game character, the game's fun and playability are enhanced.

[0010] Other features and advantages of this disclosure will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.

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

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

[0013] Figure 1 A flowchart of a game interaction control method provided in this embodiment of the disclosure; Figure 2 A schematic diagram illustrating a specified special effect provided in an embodiment of this disclosure; Figure 3 This is a schematic diagram illustrating the display of target prompt information provided in an embodiment of the present disclosure; Figure 4This is a schematic diagram of the structure of a game interaction control device provided in an embodiment of the present disclosure; Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation

[0014] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. The components of the embodiments of this disclosure described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0015] Therefore, the following detailed description of the embodiments of this disclosure provided in the accompanying drawings is not intended to limit the scope of the claimed disclosure, but merely to illustrate selected embodiments of the disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.

[0016] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0017] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game interaction control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0018] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0019] In one possible implementation, embodiments of this disclosure provide a game interaction control method, such as... Figure 1 As shown, the method includes the following specific steps: Step S102: Display the first game scene corresponding to the action phase of the game; wherein the first game scene includes a first game character, a second game character, and a third game character participating in the game; wherein the first game character is configured with a target game skill.

[0020] In practical implementation, the first game scene corresponding to the action phase of the game can be displayed on the graphical user interface of the terminal device corresponding to the game character participating in the game. This terminal device can be the aforementioned local terminal device, or a client device in the aforementioned cloud interaction system. For example, the aforementioned terminal device can be a mobile phone, tablet computer, or personal computer.

[0021] In practical applications, game matches can include action phases and meeting phases. The action phase is where the game characters in the first game scenario engage in combat, which can include, but is not limited to, attacks, defenses, and resource collection. In the meeting phase, corresponding to the second game scenario, the game characters cannot engage in combat. Instead, they gather at a designated location to discuss and review the game.

[0022] The first game scenario, corresponding to the action phase of a game match, includes multiple game characters participating in the match. These characters include at least a first, second, and third game character, who can be configured with the same or different game skills. Specifically, the first game character in the first game scenario is configured with a target game skill. This target game skill can be configured with a trigger that moves with the target character and is activated when a preset trigger condition is met. The target of the target game skill can be any game character in the first game scenario other than the first game character.

[0023] Step S104: In response to the first game character using a target game skill on the second game character, configure a trigger for the second game character to move with the second game character.

[0024] If a first game character uses a target game skill on a second game character in the first game scene, a trigger will be configured for the second game character. The position of this trigger will change according to the movement of the second game character; that is, the position of the trigger will be consistent with the position of the second game character. This trigger can be a component attached to the second game character, which can listen for events occurring in the first game scene and react by executing a series of commands.

[0025] It's important to note that when configuring a trigger to move with the second game character in the first game scene, this trigger will not be displayed in the first game scene. Furthermore, the trigger configured for the second game character in the game engine can be understood as a logical component used to detect interactions between the game character and specific areas or other game characters. The trigger itself does not produce physical collision effects; instead, it listens for events in the first game scene that meet the preset trigger conditions, and then triggers preset game events, such as causing damage to the game character, playing sound effects, changing status, generating items, or unlocking the next level.

[0026] Step S106: In response to the third game character and the second game character meeting the preset triggering conditions, control the trigger to cause damage to the third game character.

[0027] In practice, the trigger configured for the second game character to follow its movement is pre-set with preset trigger conditions. When the third game character in the first game scene meets the preset trigger conditions with the second game character, the trigger will be activated, thereby causing damage to the third game character. The third game character can be any game character in the first game scene other than the first and second game characters.

[0028] In one specific embodiment, the aforementioned preset triggering condition includes one of the following: the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger, or the duration for which the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger reaches a preset duration. The triggering distance can be determined according to development needs or customized according to player settings; for example, the triggering distance can be 3 meters or 5 meters. The preset duration can also be determined according to development needs or customized according to player settings; the preset duration can be 2 seconds or 3 seconds.

[0029] This disclosure provides a game interaction control method in which a first game character uses a target game skill on a second game character, and a trigger is configured for the second game character. When a third game character and the second game character meet preset triggering conditions, the trigger is triggered to cause damage to the third game character, thereby improving the fun and playability of the game.

[0030] The following examples are used to describe how a second game character sets a trigger.

[0031] Specifically, the process of configuring a trigger for the second game character to move with the second game character in response to the first game character using a target game skill on the second game character may include: adding a specified effect to the character model of the second game character in response to the first game character using a target game skill on the second game character, and configuring a trigger for the second game character to move with the second game character.

[0032] In practice, a skill control corresponding to the target game skill is displayed on the terminal device corresponding to the first game character. Players can click or long-press the skill control to apply the target game skill to a second game character in the direction of the first game character's skill. Players can also long-press the second game character's character model when the distance between the first and second game characters is less than a preset distance threshold, causing the first game character to apply the target game skill to the second game character.

[0033] After the first game character uses a target game skill on the second game character, a specific effect is added to the second game character's character model, and a trigger is configured to move with the second game character. By adding the specific effect to the second game character's character model in the first game scene, players corresponding to other game characters in the first game scene can know that the second game character has been targeted by the game skill, thus allowing players to avoid the second game character and avoid damage, or to formulate game combat strategies, etc.

[0034] The aforementioned specified effects could be a designated identifier added to the character model of the second game character in the first game scene, a fog effect of a preset color, or a halo effect, etc. For example... Figure 2 The image shown is a schematic diagram illustrating a specified special effect provided in an embodiment of this disclosure. Figure 2 The character model with the black avatar is the first game character, and the character model with the white avatar is the second game character. Figure 2 The image above only shows the first and second game characters. When the first game character uses a target game skill on the second game character, a rotating gray ellipse is displayed under the second game character's character model, as shown. Figure 2As shown in the image below, the rotating gray ellipse is the aforementioned effect.

[0035] In an optional embodiment, the aforementioned special effects are only visible in the game interface provided by the terminal device corresponding to the first game character, or in the game interface provided by the terminal device corresponding to a game character belonging to the same game faction as the first game character in the first game scene. Here, the game interface is equivalent to the aforementioned graphical user interface.

[0036] In one specific embodiment, when the first game character uses a target game skill on the second game character, the specified special effect added to the character model of the second game character is only displayed in the game interface provided by the terminal device corresponding to the first game character. This method can prevent other game characters in the first game scene from knowing that the second game character has set a trigger and avoiding the second game character in advance, thereby increasing the excitement and playability of the game.

[0037] In another specific embodiment, when the first game character uses the target game skill on the second game character, the game interface provided by the terminal device of all game characters in the first game scene that belong to the same game faction as the first game character will display the specified special effect added to the character model of the second game character. This makes it easier for game characters that belong to the same game faction as the first game character to avoid the second game character, so as to prevent game characters that belong to different game factions from avoiding the second game character, thereby increasing the playability of the game.

[0038] In an optional embodiment, if the first game scene includes a fourth game character with the target game ability, in response to the first game character using the target game skill on the second game character, a specified effect is added to the character model of the second game character. The specified effect is only visible in the game interface provided by the terminal device corresponding to the first game character.

[0039] In practical implementation, the aforementioned target game capability can be: when the first game character uses a target game skill on the second game character, the game interface provided by the terminal device corresponding to other game characters belonging to the same game faction as the first game character in the first game scene is controlled so that the specified special effects added to the character model of the second game character are not displayed; instead, the specified special effects added to the character model of the second game character are only displayed in the game interface provided by the terminal device corresponding to the first game character. This method increases the probability of other game characters belonging to the same game faction as the first game character being damaged when the trigger configured by the second game character is triggered, thereby increasing the game's playability.

[0040] Optionally, when the fourth game character and the second game character meet preset triggering conditions, the trigger configured by the second game character can also be triggered, causing damage to the fourth game character. The aforementioned fourth game character can be any game character belonging to a different game faction than the first game character.

[0041] Furthermore, in response to triggering the trigger, the trigger configured for the second game character is deactivated; the specified effects added to the character model of the second game character are canceled, and a preset effect cancellation animation is played.

[0042] In the specific implementation, after the trigger configured for the second game character is triggered, the trigger configured for the second game character is deactivated, so that there are no triggers on the second game character that follow its movement. This also cancels the specified special effects added to the character model of the second game character, and plays a preset special effect cancellation animation. This special effect cancellation animation is used to prompt the player that the second game character is no longer configured with triggers.

[0043] Optionally, the aforementioned special effects cancellation animation can be visible to all players corresponding to all game characters in the first game scene, that is, the special effects cancellation animation is displayed in the game interface provided by the terminal device corresponding to all game characters.

[0044] In one alternative approach, in response to the end of a game, the game character that caused damage to the third game character is identified as the first game character, and the game settlement data corresponding to the first game character is obtained.

[0045] In practice, since the first game character uses a target game skill on the second game character, a trigger is set for the second game character to move with the second game character. Therefore, when the third game character and the second game character meet the preset triggering conditions, the trigger is triggered, causing damage to the third game character. Superficially, it appears that the second game character causes damage to the third game character, but in reality, it is damage indirectly caused to the third game character by the first game character through the use of the target game skill. Therefore, during the game settlement phase, the game character that caused damage to the third game character will be judged as the first game character, and thus the third game character will be counted as being damaged by the first game character in the game settlement data.

[0046] In one alternative approach, in response to damage being inflicted on a third game character by triggering a trigger, a target prompt message is displayed on the game interface provided by the terminal device corresponding to the third game character; wherein the target prompt message is used to indicate that the third game character has been damaged by the first game character.

[0047] In practice, the game includes an action phase and a discussion phase. During the action phase, the first game character uses a target skill on the second game character and configures a trigger for the second game character to move with it. When the distance between the third game character and the second game character is less than or equal to the trigger distance, damage is inflicted on the third game character. At this time, other game characters in the corresponding first game scene will see the third game character being damaged by the second game character. However, the game interface provided by the terminal device corresponding to the third game character will display a target notification message indicating that the player controlling the third game character is aware that the first game character actually used a target skill to damage the third game character.

[0048] During the discussion phase, since most game characters in the first game scenario saw the second game character harm the third game character, through their statements, the players in the game would conclude that the third game character was harmed by the second game character, thus eliminating the second game character from the game. In this way, the first game character achieved the effect of "framing" the third game character during the game.

[0049] In practical applications, players can see the game characters in the first game scene and their character numbers above their heads through the game interface. These character numbers can be 1, 2, 3, 4, etc. Assuming game character 1 uses a targeted skill on game character 2, a trigger will be set on game character 2 based on its movement. If game character 3 approaches game character 2, game character 3 will be knocked down. At this point, other players will see game character 3 being knocked down by approaching game character 2 in the game interface, while the target message displayed on the game interface of the terminal device corresponding to game character 3 will indicate that it was knocked down by game character 1. For example... Figure 3 The image shown is a schematic diagram illustrating the display of target prompt information according to an embodiment of this disclosure. Figure 3 The message "You have been knocked down by character 1" displayed in the game interface is the target notification message, which is displayed on the game interface provided by the terminal device corresponding to game character 3.

[0050] During the discussion phase, the players corresponding to the surviving characters in the first game scenario will discuss who knocked down character number 3. Since players saw character number 3 being knocked down near character number 2, they will determine through discussion that character number 2 knocked down character number 3, thus eliminating character number 2. Meanwhile, character number 1, who actually injured character number 3, will not be eliminated. This method increases the game's fun factor.

[0051] In an optional embodiment, after configuring a trigger for the second game character to move with the second game character in response to the first game character using a target game skill on the second game character, the trigger configured for the second game character is deactivated in response to the duration of the trigger configured for the second game character reaching a specified duration or a specified game event occurring.

[0052] The specified duration indicates the lifespan of the trigger configured for the second game character. When the specified duration is reached, the trigger is automatically deactivated. For example, the specified duration could be 40 seconds or 30 seconds. Optionally, if the trigger is activated after it has been configured for the second game character but before the specified duration is reached, the trigger will be deactivated prematurely.

[0053] When a specified game event occurs in the first game scene, the trigger configured for the second game character can be automatically deactivated. Specified game events may include, but are not limited to: game characters in the first game scene holding a meeting to put the game into a meeting phase; game characters in the first game scene reaching a specified game location, etc.

[0054] Furthermore, in response to causing damage to a third game character by triggering a trigger, a specified game event is triggered in the first game scene, and the initiator of the specified game event is the second game character.

[0055] In practice, when the trigger configured by the second game character is triggered and damage is caused to the third game character, a specified game event is automatically triggered in the first game scene, and the player will see that the initiator of the specified game event is the second game character.

[0056] For example, the designated game event mentioned above could be holding a meeting. Usually, whoever injures the third game character is the one who forcibly initiates the designated game event. However, since the first game character used a target game skill on the second game character, causing the second game character to trigger a trigger that inflicts damage on the third game character, it appears that the second game character inflicted damage on the third game character. But in reality, it was the first game character who inflicted damage on the third game character. That is, during game settlement, it is determined that the first game character inflicted damage on the third game character. Therefore, the first game character should have initiated the designated game event. However, in order to create the illusion that the second game character inflicted damage on the third game character, this disclosure sets it so that the second game character forcibly initiates the designated game event.

[0057] Corresponding to the above method embodiments, this disclosure also provides a game interaction control device, such as... Figure 4 As shown, the device includes: The scene display module 40 is used to display the first game scene corresponding to the action phase of the game; wherein, the first game scene includes a first game character, a second game character, and a third game character participating in the game; wherein, the first game character is configured with a target game skill.

[0058] The trigger configuration module 41 is used to configure a trigger for the second game character to follow the movement of the second game character in response to the first game character using a target game skill on the second game character.

[0059] The trigger module 42 is used to control the trigger to cause damage to the third game character in response to the third game character and the second game character meeting the preset trigger conditions.

[0060] The aforementioned game interaction control method involves the first game character using a target game skill on the second game character, configuring a trigger for the second game character, and then triggering the third game character to cause damage when the third game character and the second game character meet preset triggering conditions, thereby improving the game's fun and playability.

[0061] Furthermore, the aforementioned preset triggering conditions include one of the following: the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger, or the duration for which the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger reaches a preset duration.

[0062] Furthermore, the aforementioned device also includes a data settlement module, used to: in response to the end of a game, identify the game character that caused damage to the third game character as the first game character, and obtain the game settlement data corresponding to the first game character.

[0063] Furthermore, the aforementioned device also includes an information prompting method for: in response to causing damage to a third game character by triggering a trigger, controlling the display of target prompt information in the game interface provided by the terminal device corresponding to the third game character; wherein the target prompt information is used to indicate that the third game character has been damaged by the first game character.

[0064] Furthermore, the trigger configuration module 41 is used to: in response to the first game character using a target game skill on the second game character, add a specified effect to the character model of the second game character, and configure a trigger for the second game character to move with the second game character.

[0065] Furthermore, the aforementioned special effects are only visible in the game interface provided by the terminal device corresponding to the first game character, or in the game interface provided by the terminal device corresponding to a game character belonging to the same game faction as the first game character in the first game scene.

[0066] Furthermore, the aforementioned device also includes a special effects addition module, used to: if the first game scene includes a fourth game character with target game abilities, in response to the first game character using the target game skill on the second game character, control the addition of a specified special effect to the character model of the second game character, the specified special effect being visible only in the game interface provided by the terminal device corresponding to the first game character.

[0067] Furthermore, the aforementioned device also includes an animation playback module, used to: in response to triggering the trigger, deactivate the trigger configured for the second game character; cancel the specified special effects added to the character model of the second game character, and play a preset special effects cancellation animation.

[0068] Furthermore, the aforementioned device also includes a release module, configured to: after configuring a trigger for the second game character to move with the second game character in response to the first game character using a target game skill on the second game character, release the trigger configured for the second game character in response to the duration of configuring the trigger for the second game character reaching a specified duration, or the occurrence of a specified game event.

[0069] Furthermore, the above-mentioned device also includes an event triggering module, used to: in response to causing damage to a third game character by triggering a trigger, trigger a specified game event to occur in the first game scene, wherein the initiator of the specified game event is a second game character.

[0070] The game interaction control device provided in this disclosure has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.

[0071] This disclosure also provides an electronic device, such as... Figure 5 As shown, the electronic device includes a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the aforementioned game interaction control method.

[0072] Specifically, the aforementioned game interaction control method includes: displaying a first game scene corresponding to the action phase of a game match; wherein the first game scene includes a first game character, a second game character, and a third game character participating in the game match; wherein the first game character is configured with a target game skill; in response to the first game character using the target game skill on the second game character, configuring a trigger for the second game character to move with the second game character; in response to the third game character and the second game character satisfying a preset triggering condition, controlling the trigger to cause damage to the third game character.

[0073] The aforementioned game interaction control method involves the first game character using a target game skill on the second game character, configuring a trigger for the second game character, and then triggering the third game character to cause damage when the third game character and the second game character meet preset triggering conditions, thereby improving the game's fun and playability.

[0074] In an optional embodiment, the preset triggering condition includes one of the following: the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger, or the duration for which the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger reaches a preset duration.

[0075] In an optional embodiment, the method further includes: in response to the end of the game, identifying the game character that caused damage to the third game character as the first game character, and obtaining the game settlement data corresponding to the first game character.

[0076] In an optional embodiment, the method further includes: in response to causing damage to a third game character by triggering a trigger, controlling the display of target prompt information in the game interface provided by the terminal device corresponding to the third game character; wherein the target prompt information is used to indicate that the third game character has been damaged by the first game character.

[0077] In an optional embodiment, the step of configuring a trigger for the second game character to move with the second game character in response to the first game character using a target game skill on the second game character includes: adding a specified effect to the character model of the second game character in response to the first game character using a target game skill on the second game character, and configuring a trigger for the second game character to move with the second game character.

[0078] In an optional embodiment, the aforementioned special effects are only visible in the game interface provided by the terminal device corresponding to the first game character, or in the game interface provided by the terminal device corresponding to a game character belonging to the same game faction as the first game character in the first game scene.

[0079] In an optional embodiment, the method further includes: if the first game scene includes a fourth game character with target game ability, in response to the first game character using the target game skill on the second game character, controlling the addition of a specified special effect to the character model of the second game character, wherein the specified special effect is only visible in the game interface provided by the terminal device corresponding to the first game character.

[0080] In an optional embodiment, the method further includes: in response to triggering the trigger, deactivating the trigger configured for the second game character; canceling the specified special effects added to the character model of the second game character, and playing a preset special effects cancellation animation.

[0081] In an optional embodiment, after the step of configuring a trigger for the second game character to move with the second game character in response to the first game character using a target game skill on the second game character, the method further includes: deactivating the trigger configured for the second game character in response to the duration of configuring the trigger for the second game character reaching a specified duration, or the occurrence of a specified game event.

[0082] In an optional embodiment, the method further includes: in response to causing damage to a third game character by triggering a trigger, triggering a specified game event in the first game scene, wherein the initiator of the specified game event is a second game character.

[0083] Furthermore, Figure 5 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.

[0084] The memory 100 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 5 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0085] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. The processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0086] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned game interaction control method. For specific implementation details, please refer to the method embodiments, which will not be repeated here.

[0087] Specifically, the aforementioned game interaction control method includes: displaying a first game scene corresponding to the action phase of a game match; wherein the first game scene includes a first game character, a second game character, and a third game character participating in the game match; wherein the first game character is configured with a target game skill; in response to the first game character using the target game skill on the second game character, configuring a trigger for the second game character to move with the second game character; in response to the third game character and the second game character satisfying a preset triggering condition, controlling the trigger to cause damage to the third game character.

[0088] The aforementioned game interaction control method involves the first game character using a target game skill on the second game character, configuring a trigger for the second game character, and then triggering the third game character to cause damage when the third game character and the second game character meet preset triggering conditions, thereby improving the game's fun and playability.

[0089] In an optional embodiment, the preset triggering condition includes one of the following: the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger, or the duration for which the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger reaches a preset duration.

[0090] In an optional embodiment, the method further includes: in response to the end of the game, identifying the game character that caused damage to the third game character as the first game character, and obtaining the game settlement data corresponding to the first game character.

[0091] In an optional embodiment, the method further includes: in response to causing damage to a third game character by triggering a trigger, controlling the display of target prompt information in the game interface provided by the terminal device corresponding to the third game character; wherein the target prompt information is used to indicate that the third game character has been damaged by the first game character.

[0092] In an optional embodiment, the step of configuring a trigger for the second game character to move with the second game character in response to the first game character using a target game skill on the second game character includes: adding a specified effect to the character model of the second game character in response to the first game character using a target game skill on the second game character, and configuring a trigger for the second game character to move with the second game character.

[0093] In an optional embodiment, the aforementioned special effects are only visible in the game interface provided by the terminal device corresponding to the first game character, or in the game interface provided by the terminal device corresponding to a game character belonging to the same game faction as the first game character in the first game scene.

[0094] In an optional embodiment, the method further includes: if the first game scene includes a fourth game character with target game ability, in response to the first game character using the target game skill on the second game character, controlling the addition of a specified special effect to the character model of the second game character, wherein the specified special effect is only visible in the game interface provided by the terminal device corresponding to the first game character.

[0095] In an optional embodiment, the method further includes: in response to triggering the trigger, deactivating the trigger configured for the second game character; canceling the specified special effects added to the character model of the second game character, and playing a preset special effects cancellation animation.

[0096] In an optional embodiment, after the step of configuring a trigger for the second game character to move with the second game character in response to the first game character using a target game skill on the second game character, the method further includes: deactivating the trigger configured for the second game character in response to the duration of configuring the trigger for the second game character reaching a specified duration, or the occurrence of a specified game event.

[0097] In an optional embodiment, the method further includes: in response to causing damage to a third game character by triggering a trigger, triggering a specified game event in the first game scene, wherein the initiator of the specified game event is a second game character.

[0098] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0099] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.

[0100] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0101] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0102] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A game interaction control method, characterized in that, The method includes: The game scene displays the first game scene corresponding to the action phase of the game; wherein the first game scene includes a first game character, a second game character, and a third game character participating in the game; wherein the first game character is equipped with a target game skill; In response to the first game character using the target game skill on the second game character, a trigger is configured for the second game character to follow the movement of the second game character; In response to the third game character and the second game character meeting preset triggering conditions, the trigger is controlled to be triggered to cause damage to the third game character.

2. The method according to claim 1, characterized in that, The preset triggering condition includes one of the following: the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger, or the duration for which the distance between the third game character and the second game character is less than or equal to the triggering distance of the trigger reaches a preset duration.

3. The method according to claim 1, characterized in that, The method further includes: In response to the end of the game, the game character that caused damage to the third game character is identified as the first game character, and the game settlement data corresponding to the first game character is obtained.

4. The method according to claim 1, characterized in that, The method further includes: In response to causing damage to the third game character by triggering the trigger, the system controls the display of target prompt information in the game interface provided by the terminal device corresponding to the third game character; wherein, the target prompt information is used to indicate that the third game character has been damaged by the first game character.

5. The method according to claim 1, characterized in that, The step of configuring a trigger for the second game character to follow the movement of the second game character in response to the first game character using the target game skill on the second game character includes: In response to the first game character using the target game skill on the second game character, a specified effect is added to the character model of the second game character, and a trigger is configured for the second game character to follow the movement of the second game character.

6. The method according to claim 5, characterized in that, The specified special effects are only visible in the game interface provided by the terminal device corresponding to the first game character, or in the game interface provided by the terminal device corresponding to a game character belonging to the same game faction as the first game character in the first game scene.

7. The method according to claim 6, characterized in that, The method further includes: If the first game scene includes a fourth game character with the target game ability, in response to the first game character using the target game skill on the second game character, a specified effect is added to the character model of the second game character. The specified effect is only visible in the game interface provided by the terminal device corresponding to the first game character.

8. The method according to claim 5, characterized in that, The method further includes: In response to triggering the trigger, the trigger configured for the second game character is deactivated; Remove the specified special effect added to the character model of the second game character, and play the preset special effect cancellation animation.

9. The method according to claim 1, characterized in that, After the step of configuring a trigger for the second game character to move following the second game character in response to the first game character using the target game skill on the second game character, the method further includes: In response to the trigger being configured for the second game character for a specified duration, or the occurrence of a specified game event, the trigger configured for the second game character is deactivated.

10. The method according to claim 9, characterized in that, The method further includes: In response to causing damage to the third game character by triggering the trigger, the specified game event is triggered in the first game scene, and the initiator of the specified game event is the second game character.

11. A game interaction control device, characterized in that, The device includes: A scene display module is used to display the first game scene corresponding to the action phase of a game match; wherein, the first game scene includes a first game character, a second game character, and a third game character participating in the game match; wherein, the first game character is configured with a target game skill; A trigger configuration module is used to configure a trigger for the second game character to follow the movement of the second game character in response to the first game character using the target game skill on the second game character; The trigger module is used to control the trigger to cause damage to the third game character in response to the third game character and the second game character meeting preset trigger conditions.

12. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the game interaction control method according to any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game interaction control method according to any one of claims 1 to 10.