Interactive control method, device and electronic equipment for a game

CN122643685APending Publication Date: 2026-08-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510217773.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-26
Publication Date
2026-08-28

AI Technical Summary

Technical Problem

该对局方式较为单一,且参与对局的多方玩家交互性较低,易导致游戏对局耗时较长,游戏资源消耗较多

Benefits of technology

[0009] The interactive control method, device, and electronic device of the above game provide a graphical user interface through a terminal device; the graphical user interface includes a first character and a second character participating in the current game; the first character is controlled through the terminal device; the reference parameters corresponding to the second character are displayed on the graphical user interface; in response to a release command for a target behavior of the first character, the first character is controlled to perform the target behavior, and comparison parameters corresponding to the reference parameters are generated; based on the comparison parameters and the reference parameters, the first character is given a gain or a debuff.

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Abstract

The application provides an interactive control method, device and electronic equipment for a game; the method comprises the following steps: displaying a reference parameter corresponding to a second role in a graphical user interface; in response to a target behavior release instruction for a first role, controlling the first role to execute the target behavior, and generating a comparison parameter corresponding to the reference parameter; based on the comparison parameter and the reference parameter, increasing or decreasing the first role. In this way, the second role which does not execute the behavior can also participate in the behavior execution process of the first role, so that the interactivity between the roles is improved, the game session time is shortened, and the game resource consumption is reduced.
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Description

Technical Field

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

[0002] In multiplayer games, each player controls their own character to perform actions such as attacking, using skills, and using items. Based on the outcome of these actions, characters affected by those actions receive either buffs or debuffs. This gameplay style is relatively simple, and the interaction between the multiple players is low, which can easily lead to long game times and high resource consumption. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game interaction control method, device and electronic device to improve the interactivity between characters, shorten the game time and reduce the consumption of game resources.

[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, which provides a graphical user interface through a terminal device; the graphical user interface includes a first character and a second character participating in the current game; the first character is controlled through the terminal device; a baseline parameter corresponding to the second character is displayed on the graphical user interface; in response to a release command for a target behavior of the first character, the first character is controlled to perform the target behavior, and a comparison parameter corresponding to the baseline parameter is generated; based on the comparison parameter and the baseline parameter, the first character is given a gain or a loss.

[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, which provides a graphical user interface through a terminal device; the graphical user interface includes a first character and a second character participating in the current game; the first character is controlled through the terminal device; the graphical user interface displays the baseline parameters corresponding to the second character; in response to a release command for a target behavior of the first character, the first character is controlled to perform the target behavior, and comparison parameters corresponding to the baseline parameters are generated; based on the comparison parameters and the baseline parameters, the first character is given a gain or a loss.

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

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

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The interactive control method, device, and electronic device of the above game provide a graphical user interface through a terminal device; the graphical user interface includes a first character and a second character participating in the current game; the first character is controlled through the terminal device; the reference parameters corresponding to the second character are displayed on the graphical user interface; in response to a release command for a target behavior of the first character, the first character is controlled to perform the target behavior, and comparison parameters corresponding to the reference parameters are generated; based on the comparison parameters and the reference parameters, the first character is given a gain or a debuff.

[0010] In this method, before the first character performs the target action, the baseline parameters of the second character are displayed. After the target action is performed, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and the baseline parameters, so that the second character, which is not currently performing any action, can also participate in the first character's action execution process. This improves the interactivity between characters, shortens the game time, and reduces the consumption of game resources.

[0011] In addition, when the above game is a turn-based game, characters take turns to act. During the first character's turn, the second character's baseline parameters are displayed. After the second character performs an action, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and baseline parameters, so that the second character, who does not act in the current turn, can also participate in the first character's action execution process. This improves the interactivity between turn-based game characters, shortens the game time, and reduces the consumption of game resources.

[0012] Furthermore, characters who are not acting in the current round can use parameters to buff or debuff characters who are acting, increasing the competitiveness between multiple players, providing players with richer game strategies, and improving the game experience.

[0013] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0014] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0015] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0016] Figure 1 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention;

[0017] Figure 2 A schematic diagram illustrating the reference parameters and parameter attribute identifiers provided in embodiments of the present invention;

[0018] Figure 3 A schematic diagram illustrating the parameter generation identifier provided in an embodiment of the present invention;

[0019] Figure 4 A schematic diagram of the dice model and comparison parameters provided in an embodiment of the present invention;

[0020] Figure 5 A schematic diagram of an interactive control device for a game provided in an embodiment of the present invention;

[0021] Figure 6 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0022] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0023] Taking turn-based games as an example, multiple players take turns acting, resulting in a relatively monotonous gameplay style and insufficient interaction between them, leading to a weak sense of competition. Furthermore, the behavior patterns of player-controlled characters and NPCs (Non-Player Characters) in turn-based games are relatively fixed, causing the combat process to become formulaic and limiting the player's strategic options, thus negatively impacting the overall gaming experience.

[0024] Based on this, the interactive control method, device and electronic device for games provided by the embodiments of the present invention can be applied to turn-based games, or other games that require multiple parties to take turns, and can also be applied to other types of game matches that require the participation of multiple players.

[0025] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0026] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0027] 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.

[0028] In one possible implementation, this invention provides an interactive control method for a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.

[0029] The graphical user interface includes a first character and a second character participating in the current game; the first character is controlled via a terminal device. A virtual camera is located in the game scene, capturing images of the game to obtain the aforementioned game screen. The first character may specifically include one or more characters; the game may also include a second character, which may be player-controlled or non-player-controlled; the second character may include one or more characters.

[0030] like Figure 1 As shown, the interactive control method of this game includes the following steps:

[0031] Step S102: Display the baseline parameters corresponding to the second role in the graphical user interface;

[0032] This baseline parameter is used to determine whether to apply a debuff or a buff to the first character. The value of this baseline parameter can be determined randomly or according to certain rules. For example, the baseline parameter can be determined based on the character level of the first or second character; based on the number of times the first or second character receives a buff during the game; or based on the number of times the first or second character receives a debuff during the game, etc.

[0033] This baseline parameter can be understood as a parameter provided by the second role; it can be displayed in association with the second role. This baseline parameter can always be displayed in the graphical user interface, or it can be triggered to display after preset parameter display conditions are met.

[0034] Specifically, in response to the preset parameter display conditions being met, the baseline parameters corresponding to the second character are displayed in the graphical user interface; wherein, the parameter display conditions include at least one of the following: the game enters a specified game state, the second character releases a specified skill, the second character is attacked by a specified attack, or the second character is in a specified state.

[0035] The designated skill can be an attack skill with a specific attribute, the release of a designated item, etc.; the designated attack can be launched by the aforementioned first character by releasing a designated skill, a preset item, etc.; the designated state can be a stun state, a weakened state, etc.

[0036] For example, when a game is in a designated match state, the aforementioned baseline parameters are displayed. This designated match state can be triggered by the first or second character, for example, when the first or second character triggers a designated skill, is attacked by a designated attack, or enters a designated faction state. This designated faction state can be a death state or a stunned state. Once a game enters a designated match state, this designated match state can last for a specified period of time, specifically a specified duration or a specified number of rounds.

[0037] If the game is not in the aforementioned specified game state, the baseline parameters corresponding to the second character will not be displayed. After generating the aforementioned target behavior release command, only the corresponding target behavior will be released, and no further buffs or debuffs will be applied to the first character.

[0038] Step S104: In response to the release command for the target behavior of the first role, control the first role to execute the target behavior and generate comparison parameters corresponding to the baseline parameters;

[0039] This comparison parameter can be understood as a parameter provided by the first role. This comparison parameter can be displayed in association with the first role.

[0040] The graphical user interface of the terminal device can provide skill controls, which can be triggered to generate target behavior release commands; alternatively, shortcut keys can be used to generate corresponding target behavior release commands. These target behavior release commands can be used to release corresponding skills, or to control the first character to perform attack actions, etc. The skill can attack a second character, or provide defense for the first character, etc.

[0041] In this embodiment, after generating the target behavior release command, the first character is first controlled to execute the target behavior, such as releasing a skill or performing an action. The type of target behavior can be stored in the target behavior release command. For example, different target behaviors can be released by triggering different skill controls or shortcut keys. This target behavior can attack the second character and cause damage to the second character; this target behavior can also protect the first character, such as increasing the first character's defensive capabilities.

[0042] Then, comparison parameters are generated; the values ​​of these comparison parameters can be determined randomly or from a preset range of values. In one example, the comparison parameters are determined using a dice model; the dice model provides multiple candidate parameters, from which the comparison parameters are randomly selected. The dice model can also include multiple parameters determined by multiple rolling models, which can be used as comparison parameters.

[0043] Step S106: Based on the comparison parameters and the baseline parameters, apply gain or loss to the first role.

[0044] The appropriate method to gain or lose power for the first role can be determined based on the relationship between the comparison parameter and the reference parameter, the difference between their parameters, or the sum of their parameters. For example, when the comparison parameter is greater than the reference parameter, the first role is gained; when the comparison parameter is less than the reference parameter, the first role is lost. Alternatively, when the absolute value of the difference between the comparison parameter and the reference parameter is less than a preset threshold, the first role is gained; when the absolute value of the difference between the comparison parameter and the reference parameter is greater than or equal to the preset threshold, the first role is lost.

[0045] For example, when the sum of the comparison parameter and the benchmark parameter is less than a preset threshold, the first role is given a gain; when the sum of the comparison parameter and the benchmark parameter is greater than or equal to the preset threshold, the first role is given a loss.

[0046] Specifically, ways to buff the first character include providing more action turns, increasing the first character's attack power, and increasing the first character's health. Ways to debuff the first character include consuming the first character's game resources, reducing the first character's attack power, and reducing the first character's health.

[0047] In turn-based games, after buffing or debuffing the first character, the first character's turn is calculated, and the first character's turn ends after the calculation is complete. If the buff to the first character provides more turn opportunities, the next turn will still be the first character's turn. If the buff does not provide more turn opportunities, the next turn will be the second character's turn.

[0048] The interactive control method of the above game provides a graphical user interface through a terminal device; the graphical user interface includes a first character and a second character participating in the current game; the first character is controlled through the terminal device; the graphical user interface displays the baseline parameters corresponding to the second character; in response to the release command for the target behavior of the first character, the first character is controlled to perform the target behavior, and comparison parameters corresponding to the baseline parameters are generated; based on the comparison parameters and the baseline parameters, the first character is given a gain or a debuff.

[0049] In this method, before the first character performs the target action, the baseline parameters of the second character are displayed. After the target action is performed, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and the baseline parameters, so that the second character, which is not currently performing any action, can also participate in the first character's action execution process, thereby improving the interaction between characters, shortening the game time, and reducing the consumption of game resources.

[0050] In addition, when the above game is a turn-based game, characters take turns to act. During the first character's turn, the second character's baseline parameters are displayed. After the action is performed, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and baseline parameters, so that the second character, who does not act in the current turn, can also participate in the first character's turn. This improves the interactivity between characters in turn-based games, shortens the game time, and reduces the consumption of game resources.

[0051] Furthermore, characters who are not acting in the current round can use parameters to buff or debuff characters who are acting, increasing the competitiveness between multiple players, providing players with richer game strategies, and improving the game experience.

[0052] In one specific implementation, in response to a first character entering a game, a first amount of game resources is provided to the first character; and / or, in response to the first character entering their turn in the game, a second amount of game resources is provided to the first character; wherein the game resources are used to: generate comparison parameters by consuming game resources.

[0053] Generating comparison parameters requires game resources, which can include game coins, game items, and parameter generation attempts. Upon entering a game, the first character is provided with a set amount of game resources, such as 5 game coins, with one game coin consumed per parameter generation attempt; or, for example, 3 parameter generation attempts, with one parameter generation attempt consumed per comparison parameter generation attempt.

[0054] Similarly, for other game characters participating in the game, such as the second character, when the second character enters the game, the game system also provides the second character with a certain amount of game resources. The amount of game resources obtained by different characters can be the same or different.

[0055] In addition, for turn-based games, game resources can be provided to the first character after the first character's turn begins. This second quantity can be the same as or different from the first quantity. For example, after the first character's turn begins, two game coins can be provided, and one game coin is consumed each time a comparison parameter is generated during that turn.

[0056] Similarly, for other game characters participating in the game, such as the second character, when it is the second character's turn, the game system also provides the second character with a certain amount of game resources. The amount of game resources obtained by different characters can be the same or different.

[0057] In practice, game resources can be provided only when entering a game, only when entering an action turn, or both when entering a game and when entering an action turn.

[0058] Furthermore, in response to the game entering the first character's turn and the preset parameter display conditions being met, the baseline parameters corresponding to the second character are displayed on the graphical user interface; wherein, the game enters the first character's turn or the second character's turn in sequence according to the preset action order.

[0059] In turn-based games, multiple players participate in a match, taking turns to act according to a set order. For example, if a match involves two players (a first character and a second character), the first character's turn begins. During this turn, the first character can use skills to attack or defend against the second character. After the first character's turn ends, the second character's turn begins, and so on.

[0060] In the above steps, after entering the first character's turn, it is first determined whether the preset parameter display conditions are met. If the preset parameter display conditions are met, the baseline parameters are displayed in the graphical user interface.

[0061] Specifically, the current action round is determined to be the first action round of the first character after the parameter display conditions are met, and the initial values ​​of the baseline parameters corresponding to the second character are displayed in the graphical user interface.

[0062] After the parameter display conditions are met, the first character can have one or more action rounds. For the first action round of the first character after the parameter display conditions are met, the initial value of the baseline parameter is displayed; that is, the parameter value of the baseline parameter is related to the round number of the action round entered by the first character after the parameter display conditions are met.

[0063] This baseline parameter can be preset with multiple values, and the initial value can be the maximum or minimum value among these values. For example, for the first action round of the first character after the parameter display conditions are met, the minimum baseline parameter is displayed, which is the initial value. For subsequent action rounds of the first character after the parameter display conditions are met, the value of the baseline parameter increases as the round progresses.

[0064] For example, in the first action round of the first character after the parameter display conditions are met, the largest baseline parameter, i.e., the initial value, is displayed. In subsequent action rounds of the first character after the parameter display conditions are met, the parameter value of the baseline parameter decreases as the round number progresses.

[0065] Furthermore, based on the role level of the second role, the initial values ​​of the baseline parameters corresponding to the second role are determined.

[0066] The second character can have multiple pre-set character levels. For example, when the second character is an NPC, the character level can range from low to high, including mob level, elite level, and boss level. During a game, the second character's level can be determined by the game system or based on the first character's level. When the second character is controlled by a player, the character level can be determined based on the second character's historical performance in games.

[0067] In one approach, the higher the character's level, the higher the initial value of the baseline parameter. When the comparison parameter is greater than the baseline parameter, and the first character gains a buff, it can be understood that the higher the second character's level and the higher the baseline parameter, the greater the difficulty of the comparison parameter exceeding the baseline parameter, and the greater the difficulty for the first character to gain a buff, but the easier it is for the first character to gain a debuff.

[0068] In another approach, it is determined that the current action round is not the first action round of the first character after the parameter display conditions are met. The number of times the first character gains a gain based on the comparison parameters and the baseline parameters after the parameter display conditions are met is obtained. Based on the number of gains and the initial value of the baseline parameters corresponding to the second character, the baseline parameters corresponding to the second character are displayed on the graphical user interface.

[0069] Once the parameter display conditions are met, multiple action rounds for the first character can be triggered. The number of times the first character gains a buff in historical action rounds after the parameter display conditions are met can be counted. Based on the number of buffs and the initial value of the baseline parameter corresponding to the second character, the baseline parameter in the current action round is determined.

[0070] Specifically, the more times the gain is applied, the greater the difference between the baseline parameter and the initial value. When the initial value is the minimum value of the baseline parameter, the more times the gain is applied, the larger the baseline parameter becomes. When the comparison parameter is greater than the baseline parameter, the first character gains a gain. This can be understood as follows: the more times the gain is applied, the higher the baseline parameter becomes, the more difficult it is for the comparison parameter to be greater than the baseline parameter, and the more difficult it is for the first character to gain a gain, but the easier it is for the first character to gain a debuff.

[0071] In the above methods, the baseline parameters can be determined by the second character's level, the first character's buff count, etc., which enriches the ways in which the enemy and allies fight each other and increases the player's participation in turn-based games.

[0072] In one specific implementation, after the parameter display conditions are met, if the first role has not yet obtained a gain based on the comparison parameter and the baseline parameter, the initial value of the baseline parameter corresponding to the second role is determined based on the role level of the second role; or, after the parameter display conditions are met, if the first role has obtained a gain based on the comparison parameter and the baseline parameter, the gain count is obtained; and the parameter value of the baseline parameter corresponding to the second role is determined based on the gain count and the role level.

[0073] When the first character has not yet gained a gain based on the comparison parameter and the baseline parameter, the initial value of the baseline parameter is determined only based on the character level of the second character; for example, the higher the character level, the higher the initial value of the baseline parameter; in one example, when the character level is a mob, the initial value of the baseline parameter is 5; when the character level is an elite, the initial value of the baseline parameter is 8; when the character level is a boss, the initial value of the baseline parameter is 10.

[0074] Once the first character has gained an advantage based on the comparison parameters and the baseline parameters, the baseline parameters for the second character are determined based on the number of times the advantage was gained and the character's level. For example, the higher the character's level, the higher the baseline parameter, and the more times the advantage was gained, the higher the baseline parameter.

[0075] In one example, when the character level is at the "monster" level, the base parameter is 12 when the number of buffs is 1 and 18 when the number of buffs is 2; when the character level is at the "elite" level, the base parameter is 16 when the number of buffs is 1 and 24 when the number of buffs is 2; when the character level is at the "boss" level, the base parameter is 20 when the number of buffs is 1 and 30 when the number of buffs is 2.

[0076] In the above method, the baseline parameters are determined by the character level of the second character and the number of times the first character receives buffs. By gradually increasing the difficulty for the first character to obtain buffs, the antagonism between our side and the enemy side can be balanced on the one hand, and the fairness of the confrontation between our side and the enemy side can be improved on the other hand.

[0077] In one specific implementation, after the parameter display conditions are met, the first role has obtained a gain based on the comparison parameters and the benchmark parameters, and obtains the gain count; in response to the gain count being less than a preset count threshold, the benchmark parameters corresponding to the second role are displayed on the graphical user interface.

[0078] This method limits the maximum number of times the first character can obtain a buff after the parameter display conditions are met; this threshold can be preset, for example, 3 times. When the number of buffs is less than the threshold, the baseline parameter is determined and displayed in the current action round; when the number of buffs equals the threshold, the baseline parameter is no longer determined and displayed, and the first character can no longer obtain buffs.

[0079] The above-mentioned threshold for the number of attempts is determined based on the second character's level. For example, the higher the character's level, the larger the threshold for the number of attempts; or, the higher the character's level, the lower the threshold for the number of attempts. If the higher the character's level, the more difficult it is for the first character to obtain buffs, then considering balance, the first character needs to be provided with more opportunities to obtain buffs. Therefore, in this case, the higher the character's level, the larger the threshold for the number of attempts.

[0080] In one example, the second character's level is "monster" and the number of attempts threshold is 1; the second character's level is "elite" and the number of attempts threshold is 2; the second character's level is "boss" and the number of attempts threshold is 3.

[0081] In the above method, the number of times the first character can obtain the buff is limited by determining the threshold based on the character level. This can balance the antagonism between our side and improve the fairness of the confrontation between our side and the enemy side.

[0082] Furthermore, obtain the parameter attributes corresponding to the baseline parameters, as well as the character attributes of the first character; wherein, the character attributes include: the faction attributes of the faction to which the first character belongs and / or the skill attributes corresponding to the target behavior of the first character; adjust the baseline parameters based on the parameter attributes and character attributes.

[0083] This parameter attribute can be determined based on the faction attribute of the second character, the skill attribute of the specified skill released by the second character, the attack attribute of the second character being attacked, or the status attribute of the second character.

[0084] The first character's attributes can be the faction attributes of the faction to which the first character belongs, the skill attributes of the target behavior chosen by the first character, or a combination of the faction attributes and skill attributes.

[0085] The parameter attributes and the aforementioned character attributes can be preset in various ways, such as water, fire, earth, wood, etc. Specifically, the base parameters can be adjusted based on whether the attribute parameters and character attributes are the same, or whether the attribute parameters and character attributes have a preset attribute restraint relationship.

[0086] For example, if the parameter attribute and the character attribute are the same, the baseline parameter can be lowered. When the baseline parameter is displayed, its attribute can also be displayed simultaneously; when the skill attribute of the target behavior selected by the first character is the same as the parameter attribute, the baseline parameter can be lowered, thereby increasing the probability of the first character receiving a buff.

[0087] Furthermore, after determining that the preset parameter display conditions are met after the second character releases the specified skill, the parameter attributes corresponding to the baseline parameters are determined based on the skill attributes of the specified skill; or, after determining that the preset parameter display conditions are met after the second character is attacked by the specified attack, the parameter attributes corresponding to the baseline parameters are determined based on the attack attributes of the specified attack.

[0088] Once the preset parameter display conditions are met, the parameter attribute corresponding to the baseline parameter is determined by the specified skill released by the second character or the specified attack received; for example, the skill attribute of the specified skill is determined as the parameter attribute corresponding to the baseline parameter, or the attack attribute of the specified attack is determined as the parameter attribute corresponding to the baseline parameter.

[0089] In the above method, by adjusting the baseline parameters and the attributes of the first character, the difficulty for the first character to obtain buffs is changed, which enriches the ways of game between the enemy and our side and increases the confrontation between factions.

[0090] In one specific implementation, in response to the second character triggering a specified state condition, the game is controlled to enter a specified game state.

[0091] The designated match state is triggered by the second character. Specifically, after the second character triggers the designated state condition, the game enters the designated match state. The second character can trigger the designated state condition by releasing skills, being attacked, or entering a specific faction state, thereby controlling the game to enter the designated match state.

[0092] Specifically, the specified state conditions mentioned above include at least one of the following: the second character releases a specified skill, the second character is attacked by a specified attack, or the second character is in a specified state. This specified state can be a low health state, a low life value state, etc.; for example, when the second character's life value is below a preset threshold, the second character enters the specified state, and the game then enters the specified game state.

[0093] The aforementioned specified attack can be an attack launched by the first character, or, if there are multiple second characters, an attack launched by other second characters. The aforementioned specified skill can be a skill released by a second character that has a specified skill type or skill attribute.

[0094] Furthermore, in response to the state of parameter display conditions being met lasting for a first duration, the state of parameter display conditions being met lasting for a specified number of rounds, or the number of times the first character attacks the second character based on the comparison parameters after the parameter display conditions are met reaching a specified number of attacks, the control ends the state of parameter display conditions being met.

[0095] The above provides several ways to indicate when the end parameter display conditions are met. After the parameter display conditions are met, the duration of this met state is recorded. Once the first duration is reached, such as 60 seconds, the state ends. After the end of the parameter display condition fulfillment state, the baseline parameters are no longer displayed during the first character's turn, and no buffs or debuffs are applied to the first character.

[0096] The aforementioned number of turns can be the number of turns for the first character to act after the parameter display conditions are met, the number of turns for the second character to act after the parameter display conditions are met, or the total number of turns for all characters to act after the parameter display conditions are met.

[0097] The aforementioned specified number of attacks can be understood as the first character receiving a buff based on the comparison parameters after the displayed conditions are met, and the buff is the number of times the first character enters another turn. In other words, this specified number of attacks is the additional number of attacks the first character receives based on the comparison parameters.

[0098] In the above method, when the parameter display conditions are met, the baseline parameters are displayed during the first character's turn, thereby providing buffs or debuffs to the first character, which improves the interactivity and competitiveness between the opposing factions in turn-based games.

[0099] exist Figure 2 In the example, the graphical user interface displays both a first role and a second role; a reference parameter is displayed near the second role, along with a parameter attribute identifier for that reference parameter; the parameter attribute identifier indicates the parameter attribute of the reference parameter.

[0100] In one specific implementation, the graphical user interface provides skill controls for at least one alternative skill of the first character; in response to a skill selection instruction for the alternative skill, the selected alternative skill is identified as the target behavior; a parameter generation identifier is displayed in association with the skill control of the target behavior; wherein, the parameter generation identifier is used to indicate that when a target behavior release instruction is generated based on the skill control of the target behavior, comparison parameters are generated.

[0101] refer to Figure 2 The available skills include Skill 1 and Skill 2, and the graphical user interface provides skill controls for each available skill. The aforementioned skill selection command can be implemented through a skill pre-selection operation, for example, by triggering a shortcut key or by triggering the skill control.

[0102] After selecting the target behavior, the parameter generation identifier associated with the skill control of the target behavior is displayed, such as... Figure 3 In the middle. When the target behavior is released, comparison parameters are generated, and then based on the comparison parameters and the aforementioned baseline parameters, the first role is given a gain or a debuff, such as... Figure 3 In the process, if skill 2 is released when the target behavior release command is generated, comparison parameters are generated, and then a buff or debuff is applied to the first character based on the comparison parameters and the aforementioned baseline parameters. However, if the released behavior is not the target behavior, such as skill 1, no comparison parameters are generated.

[0103] Furthermore, in response to the identifier setting command, preset game resources are consumed to generate an identifier by setting parameters for the skill control of the target behavior.

[0104] The game resources can be virtual coins, points, or other resources in the game account corresponding to the first character; for example, consuming 50 points or 50 coins can set parameters to generate an identifier for the skill control of the target behavior. The consumed game resources can also be understood as the first character gaining the authority to generate the aforementioned comparison parameters by consuming game resources, thereby gaining the opportunity to obtain a benefit. This identifier setting command can be generated through setting controls or shortcut keys.

[0105] Specifically, in response to the identifier setting command, preset game resources are consumed; the number of models in the parameter generation model is determined, and based on the number of models, a parameter generation identifier is set for the skill control of the target behavior; wherein, the parameter generation model is used to provide multiple alternative parameters, and when the target behavior release command is generated, the comparison parameter is determined based on the alternative parameters provided by the parameter generation model.

[0106] The parameter generation model can be a dice model, a roulette wheel model, etc. Each parameter generation model provides multiple alternative parameters; for example, the dice model includes six planes, each plane corresponding to one alternative parameter; for example, the alternative parameters include 1-6. Similarly, the roulette wheel model includes eight sectors, each sector corresponding to one alternative parameter; for example, the alternative parameters include 1-8.

[0107] Players can select the number of models, which can be toggled using a keyboard shortcut. Based on the selected number of models, parameter generation identifiers are set. For example, the number of parameters generated is determined by the number of models; if the player selects three models, three parameter generation identifiers will be generated.

[0108] During the process of switching the number of models, the number of parameter generation identifiers can also change in real time, thereby indicating the number of models currently selected.

[0109] The above parameters generate a maximum number of models; the number of models determined will not exceed the maximum number; the maximum number is determined based on the character attributes or character status of the first character. When selecting the number of models, the maximum number of selectable model attributes is that maximum number, for example, 3; players can select 1, 2, or 3 parameters to generate models.

[0110] The maximum number can also be a fixed value, such as 3, or it can be determined based on the character's attribute or status. For example, if the character's attribute is fire, the maximum number is 3; if the character's attribute is earth, the maximum number is 2, etc. This method requires establishing a relationship between the character's attribute and the maximum number in advance.

[0111] The aforementioned character states can be normal, weak, etc.; when the character state is normal, the maximum number is 3, and when the character state is weak, the maximum number is 2; this method requires pre-establishing a relationship between the character state and the maximum number.

[0112] Additionally, this maximum quantity can be updated by consuming extra game resources; specifically, the number of models in the parameter generation model can be determined based on the amount of game resources consumed. For example, the maximum quantity increases by 1 for every 50 gold coins consumed.

[0113] In one implementation, in response to a release command for a target behavior of a first role, the first role is controlled to execute the target behavior, and a target parameter is determined from the alternative parameters provided by the parameter generation model; based on the target parameter, a comparison parameter corresponding to the benchmark parameter is generated.

[0114] By executing skill release operations, such as clicking or swiping a skill control that acts on the target behavior, a release command for the target behavior is generated. When releasing the target behavior corresponding to the release command, the first character first executes the target behavior, and then the target parameters are determined by a parameter generation model; for example, the target parameters are randomly determined from the candidate parameters provided in the parameter generation model; the target parameters can be used as comparison parameters, or the sum of the parameters and the average value of the target parameters determined by each parameter generation model can be used as comparison parameters.

[0115] Specifically, the sum of the target parameters corresponding to the multiple parameters in the generation model is determined as the comparison parameters corresponding to the baseline parameters.

[0116] Taking the dice model as an example of parameter generation model, after generating the aforementioned target behavior release command, each die model can be controlled to rotate randomly. After the rotation stops, the candidate parameters corresponding to the plane with the specified orientation in the die model are used as the target parameters. The sum of the target parameters corresponding to each parameter generation model is the comparison parameter.

[0117] like Figure 4 In this example, using a three-dice model, the target parameters for the three dice models are 1, 1, and 4 respectively. By calculating the sum of these parameters, the comparison parameter is 6. In this example, the comparison parameter is greater than the baseline parameter, so the first character can gain a boost.

[0118] Furthermore, in response to a parameter update command, at least one target parameter is updated by consuming preset game resources. After generating the target parameter, players can also update all or part of the target parameter by consuming game resources; for example, one target parameter is updated for every 50 gold coins consumed; players can pre-select the target parameter they want to update, and update that target parameter after consuming game resources.

[0119] The process of updating the target parameters can also involve randomly determining the target parameters again from the candidate parameters provided by the parameter generation model. Taking the dice model as an example again, the dice model is randomly rotated again. After the rotation stops, the candidate parameters corresponding to the plane with the specified orientation in the dice model are used as the updated target parameters.

[0120] In one approach, in response to a release command for a first action of a first character, the first character is controlled to execute the first action; wherein executing the first action does not consume game resources and does not generate comparison parameters. This first action differs from the aforementioned target action; for example, the target action is to release skill 1, and the first action is to release skill 2, etc.

[0121] Once the parameter display conditions are met, the first character can execute the target behavior. After executing the target behavior, comparison parameters are generated. The first character can also execute the first behavior. After executing the first behavior, no comparison parameters are generated, and therefore no game resources are consumed.

[0122] After the first character executes the first action, the baseline parameters are dedisplayed. These baseline parameters are no longer displayed after the first character executes the first action, and when the baseline parameters are not displayed, the first character will not generate comparison parameters when executing the target action. The baseline parameters will be displayed again when the parameter display conditions are met again subsequently.

[0123] In this method, by executing the first action, the display of the baseline parameter status can be stopped when the parameter display condition is met again.

[0124] Furthermore, by comparing the generated comparison parameter with the reference parameter, it is determined whether to apply gain or loss to the first role. Specifically, if the comparison parameter is greater than or equal to the reference parameter, the first role is given a gain.

[0125] There are several ways to buff the first character. In turn-based games, in response to the game entering the first character's turn, the graphical user interface displays the baseline parameters for the second character. After the first character releases the target action, the game re-enters the first character's turn. If the first character does not receive a buff, in the current turn, if the first character releases the target action and resolves it, the game usually enters the second character's turn. However, if the first character receives a buff, in the current turn, if the first character releases the target action and resolves it, the game re-enters the first character's turn.

[0126] This can be understood as giving the first character an extra turn, giving the first character more opportunities to attack the second character, thereby increasing the first character's chances of winning the game.

[0127] For the next action round, the same method as in the previous embodiment can be used. When the game state is in the specified game state, a baseline parameter is provided to the first character. The first character is then given a buff or debuff based on the baseline parameter and the comparison parameter. The specifics will not be elaborated here.

[0128] Other methods of buffing the first character include at least one of the following: controlling the first character to perform the target action again; increasing the specified attribute value of the first character; or canceling the cooldown of the target skill after releasing the target skill corresponding to the target action.

[0129] In this context, controlling the first character to execute the target action again can be understood as the first character executing the target action multiple times in one action round. When the target action is an attack on the second character, the first character can launch a continuous attack on the second character in one action round.

[0130] You can also increase specific attribute values ​​of the first character. These specific attribute values ​​can be the first character's health, mana, number of actions, etc. For example, the first character can have their health increased by 10% or their mana increased by 20.

[0131] The aforementioned cancellation of the target skill's cooldown can be understood as the first character being able to immediately recast the target skill without waiting for the cooldown.

[0132] Additionally, if the comparison parameter is determined to be less than the baseline parameter, a debuff is applied to the first character, and / or a buff is applied to the second character. Specifically, this can reduce a specified attribute value of the first character. This specified attribute value can be the first character's health, mana, etc.; it can also reduce the first character's game resources, such as canceling the first character's turn in the next round.

[0133] Providing a buff to a second character can also be understood as a way of debuffing the first character. Since the first and second characters are in an adversarial relationship or belong to different factions, they are in competition with each other. When a buff is given to the second character, it indirectly debuffs the first character. Specifically, a buff to the second character can increase a specified attribute value. This specified attribute value could be the second character's health, mana, etc.; it could also increase the second character's game resources, such as increasing the second character's turn.

[0134] In one specific implementation, the number of releases of the target behavior is determined based on the parameter combination of at least one parameter in the comparison parameters provided by the model; and the target behavior corresponding to the number of releases of the first role is controlled.

[0135] The parameter combination can be the target parameters provided by all parameter generation models, or it can be the target parameters provided by some parameter generation models. A pre-defined correspondence between specified parameter combinations and release quantities can be established. When a specified parameter combination exists among the target parameters, the release quantity is determined through this correspondence. For example, a parameter combination of "111" corresponds to a release quantity of 3; a parameter combination of "22" corresponds to a release quantity of 2, and so on.

[0136] Once the release quantity is determined, when there are multiple release quantities, the target actions corresponding to that quantity are released consecutively. For example, two target actions are released consecutively, or three target actions are released consecutively. It's understandable that the more release quantities, the more damage the attacked second character will suffer.

[0137] Furthermore, among the comparison parameters, at least one parameter is determined to be a target parameter provided by the generation model as a specified parameter combination, and multiple target behaviors are determined; the first role is controlled to continuously release multiple target behaviors.

[0138] In this method, a specified combination of parameters is preset. When the target parameter includes the specified combination of parameters, the number of target behaviors released is multiple; when the target parameter does not include the specified combination of parameters, the number of target behaviors released is one; the first role releases multiple target behaviors consecutively.

[0139] In this approach, the target parameters can influence the number of target actions released, thereby further increasing the game between the two sides.

[0140] Furthermore, the target parameters can also affect the damage parameters of the second character, thereby further increasing the game between the enemy and our side.

[0141] Specifically, based on comparison parameters, the damage parameters of the target behavior on the second character are determined. For example, the larger the comparison parameter, the larger the damage parameter; or, the closer the comparison parameter is to the baseline parameter, the larger the damage parameter, etc.

[0142] Specifically, among the comparison parameters, at least one parameter generation model is used to determine the damage type corresponding to the target parameter; damage is then inflicted on the second character according to the damage type and the corresponding target parameter. Damage types can include health damage, attack damage, defense damage, etc.; when multiple parameter generation models are used, the damage types corresponding to the target parameters provided by different parameter generation models can be different.

[0143] When damage is dealt to the second character, the attribute parameters corresponding to that damage type are debuffed based on the damage type. For example, if the target parameter for health damage is 5 and the target parameter for attack damage is 10, then when damage is dealt to the second character, the health parameter is reduced by 5 and the attack parameter is reduced by 10.

[0144] In one implementation, a target parameter is generated based on at least one parameter from the comparison parameters, which is provided by the model. The damage parameter of the target behavior to the second character is then determined. Damage is then inflicted on the second character according to the damage parameter.

[0145] Specifically, the damage parameter can be determined based on the magnitude of the sum of the target parameters; for example, the larger the sum of the parameters, the larger the damage parameter; or, the closer the sum of the parameters is to the baseline parameter, the larger the damage parameter, etc.; the damage parameter can also be determined based on the combination of the target parameters; in one example, in determining the comparison parameters, at least one parameter in the target parameters provided by the parameter generation model includes the specified parameter, increasing the damage parameter of the target behavior to the second role.

[0146] For example, the specified parameter can be "1" or the parameter combination "22". When the target parameter does not include the specified parameter, the damage parameter can be the default parameter, such as 50. When the target parameter includes the specified parameter, the damage parameter increases, for example, to 60.

[0147] In the above methods, the number of target behaviors or the damage parameters of the second character are affected by the target parameters, which enriches the game space between the two sides, increases the freshness and intensity of the game, and enhances the sense of confrontation between the two sides.

[0148] The interactive control method for games provided in this embodiment solves the problems of insufficient player interaction and weak sense of enemy-ally confrontation in turn-based games by introducing baseline parameters and comparison parameters. Players need to strategically select skills and the number of parameter-generated models based on the baseline parameters provided by the second character and the characteristics of the second character, in order to gain a boost through comparison parameters and thus gain a combat advantage. This greatly enhances the player's sense of participation and accomplishment.

[0149] Furthermore, by combining the skills, attributes, and parameters of both sides, the game's strategic gameplay is further enriched. Players need to combine skills based on the baseline parameters and attributes provided by the enemy to gain benefits. This method increases the strategic space for players to develop characters and choose skills, encouraging them to actively try different skill combinations and enhancing the richness of the game content.

[0150] Furthermore, based on the second character's level, baseline parameters and the number of buffs the player receives are determined. This ensures a progressively increasing challenge as the battle progresses, while preventing parameters from growing indefinitely and making the battle unfinishable. Simultaneously, different character levels correspond to different numbers of buffs, forcing players to consider the number of character models and increasing the flexibility of their combat strategies.

[0151] In addition, this embodiment also provides methods such as determining the number of times the baseline parameters are displayed based on the character level of the second character, the number of models affected by faction attributes, and the release effect of specific parameter combinations on target behavior, which further improves the flexibility of combat strategies.

[0152] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 5 The diagram illustrates an interactive control device for a game, providing a graphical user interface via a terminal device. The graphical user interface includes a first character and a second character participating in the current game; the first character is controlled via the terminal device. The device includes:

[0153] The parameter display module 50 is used to display the reference parameters corresponding to the second role in the graphical user interface;

[0154] The parameter generation module 52 is used to respond to the release command for the target behavior of the first character, control the first character to perform the target behavior, and generate comparison parameters corresponding to the baseline parameters.

[0155] The gain / loss module 54 is used to gain or lose weight on the first role based on comparison parameters and benchmark parameters.

[0156] The interactive control device of the aforementioned game provides a graphical user interface through a terminal device; the graphical user interface includes a first character and a second character participating in the current game; the first character is controlled through the terminal device; the graphical user interface displays the baseline parameters corresponding to the second character; in response to a release command for a target behavior of the first character, the device controls the first character to execute the target behavior and generates comparison parameters corresponding to the baseline parameters; based on the comparison parameters and the baseline parameters, the device applies a gain or a debuff to the first character.

[0157] In this method, before the first character performs the target action, the baseline parameters of the second character are displayed. After the target action is performed, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and the baseline parameters, so that the second character, which is not currently performing any action, can also participate in the first character's action execution process, thereby improving the interaction between characters, shortening the game time, and reducing the consumption of game resources.

[0158] In addition, when the above game is a turn-based game, characters take turns to act. During the first character's turn, the second character's baseline parameters are displayed. After the second character performs an action, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and baseline parameters, so that the second character, who does not act in the current turn, can also participate in the first character's action execution process. This improves the interactivity between turn-based game characters, shortens the game time, and reduces the consumption of game resources.

[0159] The parameter display module is used to: display the baseline parameters corresponding to the second character in the graphical user interface in response to the preset parameter display conditions being met; wherein the parameter display conditions include at least one of the following: the game enters a specified game state, the second character releases a specified skill, the second character is attacked by a specified attack, or the second character is in a specified state.

[0160] The aforementioned device further includes a resource provision module, configured to: provide a first amount of game resources to the first character in response to the first character entering the game; and / or, provide a second amount of game resources to the first character in response to the first character entering the game's turn; wherein the game resources are used to: generate comparison parameters by consuming game resources.

[0161] The parameter display module is used to: display the baseline parameters of the second character in the graphical user interface in response to the game entering the first character's turn and the preset parameter display conditions being met; wherein the game enters the first character's turn or the second character's turn in sequence according to the preset action order.

[0162] The parameter display module is used to: determine that the currently entered action round is the first action round of the first character after the parameter display conditions are met, and display the initial values ​​of the baseline parameters corresponding to the second character in the graphical user interface.

[0163] The aforementioned device also includes an initial value determination module, used to: determine the initial values ​​of the baseline parameters corresponding to the second role based on the role level of the second role.

[0164] The higher the character level, the higher the initial value of the baseline parameter.

[0165] The parameter display module described above is used to: determine that the currently entered action round is not the first action round of the first character after the parameter display conditions are met; obtain the number of times the first character gains a gain based on the comparison parameters and the baseline parameters after the parameter display conditions are met; and display the baseline parameters corresponding to the second character on the graphical user interface based on the number of gains and the initial value of the baseline parameters corresponding to the second character.

[0166] The more times the gain is applied, the greater the difference between the reference parameter and the initial value.

[0167] The parameter display module described above is used to: determine that the first role has obtained a gain based on the comparison parameter and the benchmark parameter after the parameter display conditions are met, and obtain the gain count; in response to the gain count being less than a preset count threshold, display the benchmark parameter corresponding to the second role on the graphical user interface.

[0168] The above threshold number is determined based on the role level of the second character.

[0169] The aforementioned device also includes a parameter adjustment module, used to: obtain the parameter attributes corresponding to the baseline parameters, and the character attributes of the first character; wherein, the character attributes include: the faction attributes of the faction to which the first character belongs and / or the skill attributes corresponding to the target behavior of the first character; and adjust the baseline parameters based on the parameter attributes and the character attributes.

[0170] The parameter adjustment module mentioned above is used to: determine if the parameter attributes and character attributes are the same, and then lower the baseline parameters.

[0171] The aforementioned device also includes an attribute determination module, used to: determine that after the second character releases a specified skill, the preset parameter display conditions are met, and determine the parameter attribute corresponding to the baseline parameter based on the skill attribute of the specified skill; or, determine that after the second character is attacked by a specified attack, the preset parameter display conditions are met, and determine the parameter attribute corresponding to the baseline parameter based on the attack attribute of the specified attack.

[0172] The aforementioned device further includes a state end module, used to: control the end of the state where the parameter display conditions are met in response to the state lasting for a first duration, the state lasting for a specified number of rounds, or the state where the parameter display conditions are met reaching a specified number of attacks by the first character against the second character based on comparison parameters after the parameter display conditions are met.

[0173] The graphical user interface described above provides skill controls for at least one alternative skill of a first character; the device further includes an identifier display module for: in response to a skill selection instruction for an alternative skill, determining the selected alternative skill as the target behavior; and displaying a parameter generation identifier associated with the skill control of the target behavior; wherein the parameter generation identifier is used to indicate that when a target behavior release instruction is generated based on the skill control of the target behavior, comparison parameters are generated.

[0174] The aforementioned identifier display module is used to: respond to an identifier setting instruction, consume preset game resources, and generate an identifier for the skill control of the target behavior by setting parameters.

[0175] The aforementioned identifier display module is used to: consume preset game resources in response to the identifier setting command; determine the number of models in the parameter generation model; and set parameter generation identifiers for the skill controls of the target behavior based on the number of models; wherein, the parameter generation model is used to provide multiple alternative parameters; and when the target behavior release command is generated, the comparison parameter is determined based on the alternative parameters provided by the parameter generation model.

[0176] The above parameters generate a maximum number of models; the number of models determined is no greater than the maximum number; the maximum number is determined based on the character attributes or character status of the first character.

[0177] The aforementioned identifier display module is used to: determine the number of models in the parameter generation model based on the consumption of game resources.

[0178] The parameter generation module described above is used to: respond to a release command for the target behavior of the first role, control the first role to execute the target behavior, determine the target parameter from the alternative parameters provided by the parameter generation model, and generate comparison parameters corresponding to the benchmark parameter based on the target parameter.

[0179] The above parameter generation model includes multiple models; the above parameter generation module is used to: determine the sum of the target parameters corresponding to the multiple parameter generation models as the comparison parameters corresponding to the benchmark parameters.

[0180] The aforementioned device also includes a parameter update module, used to: in response to a parameter update command, consume preset game resources to update at least one target parameter.

[0181] The aforementioned device further includes a first behavior module, configured to: control the first character to execute a first behavior in response to a first behavior release command for the first character; wherein executing the first behavior does not consume game resources and does not generate comparison parameters.

[0182] The aforementioned device also includes a parameter cancellation module, used to: cancel the display of reference parameters.

[0183] The above-mentioned gain / loss module is used to: determine whether the comparison parameter is greater than or equal to the reference parameter, and then apply gain to the first role.

[0184] The parameter display module is used to: display the baseline parameters of the second character on the graphical user interface in response to the game entering the first character's turn; the above-mentioned increment / decrease module is used to: control the game to enter the first character's turn again.

[0185] The parameter display module is used to: control the first character to perform the target behavior again; increase the specified attribute value of the first character; and cancel the cooldown time of the target skill after releasing the target skill corresponding to the target behavior.

[0186] The above-mentioned gain / loss module is used to: determine that the comparison parameter is less than the benchmark parameter, apply a loss to the first role, and / or apply a gain to the second role.

[0187] The parameter generation module described above is used to: determine the release quantity of the target behavior based on the parameter combination of at least one parameter generation model provided by the comparison parameters; and control the first role to release the target behavior corresponding to the release quantity.

[0188] The parameter generation module described above is used to: determine that, among the comparison parameters, at least one of the target parameters provided by the parameter generation model includes a specified combination of parameters, determine that there are multiple target behaviors; and control the first role to continuously release multiple target behaviors.

[0189] The aforementioned device also includes a parameter determination module, used to: determine the damage parameters of the target behavior to the second character based on comparison parameters.

[0190] The parameter determination module described above is used to: determine the damage type corresponding to the target parameter provided by the parameter generation model among the comparison parameters; and inflict damage on the second character according to the damage type and the target parameter corresponding to the damage type.

[0191] The aforementioned device also includes a damage control module for: determining the damage parameters of the target behavior to the second character based on the target parameters provided by the model, at least one of the comparison parameters; and inflicting damage on the second character according to the damage parameters.

[0192] The aforementioned damage control module is used to: determine that at least one of the comparison parameters is included in the target parameters provided by the parameter generation model, and increase the damage parameters of the target behavior to the second character.

[0193] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.

[0194] See Figure 6 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the game described above.

[0195] Furthermore, Figure 6 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0196] The memory 101 may include high-speed random access memory (RAM) or 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, or metropolitan area network. 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 6The 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.

[0197] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0198] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game:

[0199] A game interaction control method provides a graphical user interface through a terminal device; the graphical user interface includes a first character and a second character participating in the current game; the first character is controlled through the terminal device; the graphical user interface displays the baseline parameters corresponding to the second character; in response to a release command for a target behavior of the first character, the method controls the first character to perform the target behavior and generates comparison parameters corresponding to the baseline parameters; based on the comparison parameters and the baseline parameters, the method applies a gain or a debuff to the first character.

[0200] In response to the preset parameter display conditions being met, the baseline parameters corresponding to the second character are displayed in the graphical user interface; wherein, the parameter display conditions include at least one of the following: the game enters a specified game state, the second character releases a specified skill, the second character is attacked by a specified attack, or the second character is in a specified state.

[0201] In response to the first character entering the game, a first amount of game resources is provided to the first character; and / or, in response to the first character entering the game's turn, a second amount of game resources is provided to the first character; wherein the game resources are used to: generate comparison parameters by consuming game resources.

[0202] In response to the game entering the first character's turn and the preset parameter display conditions being met, the baseline parameters corresponding to the second character are displayed on the graphical user interface; wherein, the game enters the first character's turn or the second character's turn in sequence according to the preset action order.

[0203] The current action round is determined to be the first action round of the first character after the parameter display conditions are met, and the initial values ​​of the baseline parameters corresponding to the second character are displayed in the graphical user interface.

[0204] Based on the second character's character level, determine the initial values ​​of the baseline parameters corresponding to the second character.

[0205] The higher the character's level, the higher the initial value of the baseline parameter.

[0206] Determine that the current action round is not the first action round of the first character after the parameter display conditions are met, obtain the number of times the first character gains a gain based on the comparison parameters and the baseline parameters after the parameter display conditions are met; based on the number of gain gains and the initial value of the baseline parameters corresponding to the second character, display the baseline parameters corresponding to the second character in the graphical user interface.

[0207] The more times the gain is applied, the greater the difference between the reference parameter and the initial value.

[0208] Once the parameter display conditions are met, the first role has obtained a gain based on the comparison parameters and the benchmark parameters, and the gain count is obtained; in response to the gain count being less than the preset count threshold, the benchmark parameters corresponding to the second role are displayed on the graphical user interface.

[0209] The number of attempts threshold is determined based on the role level of the second character.

[0210] Obtain the parameter attributes corresponding to the baseline parameters, as well as the character attributes of the first character; wherein, the character attributes include: the faction attributes of the faction to which the first character belongs and / or the skill attributes corresponding to the target behavior of the first character; adjust the baseline parameters based on the parameter attributes and character attributes.

[0211] If the parameter attributes and character attributes are the same, lower the base parameter.

[0212] After determining that the second character releases the specified skill, the preset parameter display conditions are met, and the parameter attributes corresponding to the baseline parameters are determined based on the skill attributes of the specified skill; or, after determining that the second character is attacked by the specified attack, the preset parameter display conditions are met, and the parameter attributes corresponding to the baseline parameters are determined based on the attack attributes of the specified attack.

[0213] The control ends when the parameter display condition is met for a first duration, for a specified number of rounds, or when the first character attacks the second character a specified number of times based on the comparison parameters after the parameter display condition is met.

[0214] The graphical user interface provides skill controls for at least one alternative skill of the first character; in response to a skill selection instruction for the alternative skill, the selected alternative skill is identified as the target behavior; a parameter generation identifier is displayed in association with the skill control of the target behavior; wherein the parameter generation identifier is used to indicate that when a target behavior release instruction is generated based on the skill control of the target behavior, comparison parameters are generated.

[0215] In response to the identifier setting command, it consumes preset game resources to set parameters for the skill control of the target behavior and generate an identifier.

[0216] In response to the identifier setting command, the system consumes preset game resources; determines the number of models in the parameter generation model; and sets a parameter generation identifier for the skill control of the target behavior based on the number of models. The parameter generation model is used to provide multiple alternative parameters. After the target behavior release command is generated, the comparison parameter is determined based on the alternative parameters provided by the parameter generation model.

[0217] The parameter generation model has a preset maximum number; the number of determined models is no greater than the maximum number; the maximum number is determined based on the role attributes or role status of the first role.

[0218] The number of models for parameter generation is determined based on the amount of game resources consumed.

[0219] In response to the release command for the target behavior of the first role, control the first role to execute the target behavior, determine the target parameter from the alternative parameters provided by the parameter generation model, and generate the comparison parameter corresponding to the benchmark parameter based on the target parameter.

[0220] The parameter generation model includes multiple models; the sum of the target parameters corresponding to the multiple parameter generation models is used as the comparison parameter corresponding to the baseline parameter.

[0221] In response to a parameter update command, consume preset game resources to update at least one target parameter.

[0222] In response to the release command for the first action of the first character, control the first character to execute the first action; wherein, executing the first action does not consume game resources and does not generate comparison parameters.

[0223] Cancel the display of baseline parameters.

[0224] If the comparison parameter is greater than or equal to the reference parameter, apply a gain to the first role.

[0225] In response to the game entering the first character's turn, the baseline parameters for the second character are displayed on the graphical user interface; control the game to enter the first character's turn again.

[0226] Retake control of the first character to perform the target action; increase the specified attribute value of the first character; after releasing the target skill corresponding to the target action, cancel the cooldown of the target skill.

[0227] If the comparison parameter is determined to be less than the baseline parameter, apply a debuff to the first role and / or a gain to the second role.

[0228] Based on the comparison parameters, at least one parameter generates a combination of target parameters provided by the model to determine the release quantity of the target behavior; and controls the release quantity of the target behavior corresponding to the first role.

[0229] In determining the comparison parameters, at least one parameter generation model provides target parameters including a specified parameter combination, and determines multiple target behaviors; controls the first role to continuously release multiple target behaviors.

[0230] Based on the comparison parameters, the damage parameters of the target behavior to the second character are determined.

[0231] Determine the damage type corresponding to the target parameter provided by the model among the comparison parameters; inflict damage on the second character according to the damage type and the target parameter corresponding to the damage type.

[0232] Based on the comparison parameters, at least one parameter generates the target parameter provided by the model, and the damage parameter of the target behavior to the second character is determined; according to the damage parameter, damage is inflicted on the second character.

[0233] In determining the comparison parameters, at least one parameter generation model provides a target parameter that includes a specified parameter, increasing the damage parameter of the target behavior to the second character.

[0234] In this method, before the first character performs the target action, the baseline parameters of the second character are displayed. After the target action is performed, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and the baseline parameters, so that the second character, which is not currently performing any action, can also participate in the first character's action execution process, thereby improving the interaction between characters, shortening the game time, and reducing the consumption of game resources.

[0235] In addition, when the above game is a turn-based game, characters take turns to act. During the first character's turn, the second character's baseline parameters are displayed. After the second character performs an action, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and baseline parameters, so that the second character, who does not act in the current turn, can also participate in the first character's action execution process. This improves the interactivity between turn-based game characters, shortens the game time, and reduces the consumption of game resources.

[0236] Furthermore, characters who are not acting in the current round can use parameters to buff or debuff characters who are acting, increasing the competitiveness between multiple players, providing players with richer game strategies, and improving the game experience.

[0237] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.

[0238] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the interactive control method of the game:

[0239] A game interaction control method provides a graphical user interface through a terminal device; the graphical user interface includes a first character and a second character participating in the current game; the first character is controlled through the terminal device; the graphical user interface displays the baseline parameters corresponding to the second character; in response to a release command for a target behavior of the first character, the method controls the first character to perform the target behavior and generates comparison parameters corresponding to the baseline parameters; based on the comparison parameters and the baseline parameters, the method applies a gain or a debuff to the first character.

[0240] In response to the preset parameter display conditions being met, the baseline parameters corresponding to the second character are displayed in the graphical user interface; wherein, the parameter display conditions include at least one of the following: the game enters a specified game state, the second character releases a specified skill, the second character is attacked by a specified attack, or the second character is in a specified state.

[0241] In response to the first character entering the game, a first amount of game resources is provided to the first character; and / or, in response to the first character entering the game's turn, a second amount of game resources is provided to the first character; wherein the game resources are used to: generate comparison parameters by consuming game resources.

[0242] In response to the game entering the first character's turn and the preset parameter display conditions being met, the baseline parameters corresponding to the second character are displayed on the graphical user interface; wherein, the game enters the first character's turn or the second character's turn in sequence according to the preset action order.

[0243] The current action round is determined to be the first action round of the first character after the parameter display conditions are met, and the initial values ​​of the baseline parameters corresponding to the second character are displayed in the graphical user interface.

[0244] Based on the second character's character level, determine the initial values ​​of the baseline parameters corresponding to the second character.

[0245] The higher the character's level, the higher the initial value of the baseline parameter.

[0246] Determine that the current action round is not the first action round of the first character after the parameter display conditions are met, obtain the number of times the first character gains a gain based on the comparison parameters and the baseline parameters after the parameter display conditions are met; based on the number of gain gains and the initial value of the baseline parameters corresponding to the second character, display the baseline parameters corresponding to the second character in the graphical user interface.

[0247] The more times the gain is applied, the greater the difference between the reference parameter and the initial value.

[0248] Once the parameter display conditions are met, the first role has obtained a gain based on the comparison parameters and the benchmark parameters, and the gain count is obtained; in response to the gain count being less than the preset count threshold, the benchmark parameters corresponding to the second role are displayed on the graphical user interface.

[0249] The number of attempts threshold is determined based on the role level of the second character.

[0250] Obtain the parameter attributes corresponding to the baseline parameters, as well as the character attributes of the first character; wherein, the character attributes include: the faction attributes of the faction to which the first character belongs and / or the skill attributes corresponding to the target behavior of the first character; adjust the baseline parameters based on the parameter attributes and character attributes.

[0251] If the parameter attributes and character attributes are the same, lower the base parameter.

[0252] After determining that the second character releases the specified skill, the preset parameter display conditions are met, and the parameter attributes corresponding to the baseline parameters are determined based on the skill attributes of the specified skill; or, after determining that the second character is attacked by the specified attack, the preset parameter display conditions are met, and the parameter attributes corresponding to the baseline parameters are determined based on the attack attributes of the specified attack.

[0253] The control ends when the parameter display condition is met for a first duration, for a specified number of rounds, or when the first character attacks the second character a specified number of times based on the comparison parameters after the parameter display condition is met.

[0254] The graphical user interface provides skill controls for at least one alternative skill of the first character; in response to a skill selection instruction for the alternative skill, the selected alternative skill is identified as the target behavior; a parameter generation identifier is displayed in association with the skill control of the target behavior; wherein the parameter generation identifier is used to indicate that when a target behavior release instruction is generated based on the skill control of the target behavior, comparison parameters are generated.

[0255] In response to the identifier setting command, it consumes preset game resources to set parameters for the skill control of the target behavior and generate an identifier.

[0256] In response to the identifier setting command, the system consumes preset game resources; determines the number of models in the parameter generation model; and sets a parameter generation identifier for the skill control of the target behavior based on the number of models. The parameter generation model is used to provide multiple alternative parameters. After the target behavior release command is generated, the comparison parameter is determined based on the alternative parameters provided by the parameter generation model.

[0257] The parameter generation model has a preset maximum number; the number of determined models is no greater than the maximum number; the maximum number is determined based on the role attributes or role status of the first role.

[0258] The number of models for parameter generation is determined based on the amount of game resources consumed.

[0259] In response to the release command for the target behavior of the first role, control the first role to execute the target behavior, determine the target parameter from the alternative parameters provided by the parameter generation model, and generate the comparison parameter corresponding to the benchmark parameter based on the target parameter.

[0260] The parameter generation model includes multiple models; the sum of the target parameters corresponding to the multiple parameter generation models is used as the comparison parameter corresponding to the baseline parameter.

[0261] In response to a parameter update command, consume preset game resources to update at least one target parameter.

[0262] In response to the release command for the first action of the first character, control the first character to execute the first action; wherein, executing the first action does not consume game resources and does not generate comparison parameters.

[0263] Cancel the display of baseline parameters.

[0264] If the comparison parameter is greater than or equal to the reference parameter, apply a gain to the first role.

[0265] In response to the game entering the first character's turn, the baseline parameters for the second character are displayed on the graphical user interface; control the game to enter the first character's turn again.

[0266] Retake control of the first character to perform the target action; increase the specified attribute value of the first character; after releasing the target skill corresponding to the target action, cancel the cooldown of the target skill.

[0267] If the comparison parameter is determined to be less than the baseline parameter, apply a debuff to the first role and / or a gain to the second role.

[0268] Based on the comparison parameters, at least one parameter generates a combination of target parameters provided by the model to determine the release quantity of the target behavior; and controls the release quantity of the target behavior corresponding to the first role.

[0269] In determining the comparison parameters, at least one parameter generation model provides target parameters including a specified parameter combination, and determines multiple target behaviors; controls the first role to continuously release multiple target behaviors.

[0270] Based on the comparison parameters, the damage parameters of the target behavior to the second character are determined.

[0271] Determine the damage type corresponding to the target parameter provided by the model among the comparison parameters; inflict damage on the second character according to the damage type and the target parameter corresponding to the damage type.

[0272] Based on the comparison parameters, at least one parameter generates the target parameter provided by the model, and the damage parameter of the target behavior to the second character is determined; according to the damage parameter, damage is inflicted on the second character.

[0273] In determining the comparison parameters, at least one parameter generation model provides a target parameter that includes a specified parameter, increasing the damage parameter of the target behavior to the second character.

[0274] In this method, before the first character performs the target action, the baseline parameters of the second character are displayed. After the target action is performed, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and the baseline parameters, so that the second character, which is not currently performing any action, can also participate in the first character's action execution process, thereby improving the interaction between characters, shortening the game time, and reducing the consumption of game resources.

[0275] In addition, when the above game is a turn-based game, characters take turns to act. During the first character's turn, the second character's baseline parameters are displayed. After the second character performs an action, comparison parameters are generated. The first character is buffed or debuffed by the comparison parameters and baseline parameters, so that the second character, who does not act in the current turn, can also participate in the first character's action execution process. This improves the interactivity between turn-based game characters, shortens the game time, and reduces the consumption of game resources.

[0276] Furthermore, characters who are not acting in the current round can use parameters to buff or debuff characters who are acting, increasing the competitiveness between multiple players, providing players with richer game strategies, and improving the game experience.

[0277] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0278] 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.

[0279] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0280] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0281] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0282] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for interactive control of a game, characterized in that, Provide a graphical user interface through terminal devices; The graphical user interface includes a first character and a second character participating in the current game match; The first character is controlled via the terminal device; the method includes: The graphical user interface displays the baseline parameters corresponding to the second role; In response to a release command for the target behavior of the first character, the first character is controlled to execute the target behavior, and comparison parameters corresponding to the benchmark parameters are generated; Based on the comparison parameters and the benchmark parameters, the first role is augmented or deflated.

2. The method according to claim 1, characterized in that, The step of displaying the baseline parameters corresponding to the second role in the graphical user interface includes: In response to the preset parameter display conditions being met, the baseline parameters corresponding to the second character are displayed in the graphical user interface; wherein, the parameter display conditions include at least one of the following: the game enters a specified game state, the second character releases a specified skill, the second character is attacked by a specified attack, or the second character is in a specified state.

3. The method according to claim 1, characterized in that, The method further includes: In response to the first character entering the game, a first amount of game resources is provided to the first character; and / or, in response to the game entering the first character's turn, a second amount of game resources is provided to the first character; The game resources are used to generate the comparison parameters by consuming the game resources.

4. The method according to claim 1, characterized in that, The step of displaying the baseline parameters corresponding to the second role in the graphical user interface includes: In response to the game entering the first character's turn and the preset parameter display conditions being met, the baseline parameters corresponding to the second character are displayed on the graphical user interface; wherein, the game enters the first character's turn or the second character's turn in a preset action order.

5. The method according to claim 4, characterized in that, The step of displaying the baseline parameters corresponding to the second role in the graphical user interface includes: The current action round is determined to be the first action round of the first character after the parameter display conditions are met, and the initial values ​​of the baseline parameters corresponding to the second character are displayed in the graphical user interface.

6. The method according to claim 5, characterized in that, Before the step of displaying the initial values ​​of the baseline parameters corresponding to the second role in the graphical user interface, the method further includes: Based on the role level of the second role, determine the initial values ​​of the baseline parameters corresponding to the second role.

7. The method according to claim 6, characterized in that, The higher the character level, the higher the initial value of the baseline parameter.

8. The method according to claim 4, characterized in that, The step of displaying the baseline parameters corresponding to the second role in the graphical user interface includes: Determine that the current action round is not the first action round of the first character after the parameter display condition is met, and obtain the number of times the first character has obtained the gain based on the comparison parameter and the benchmark parameter after the parameter display condition is met; Based on the gain count and the initial values ​​of the reference parameters corresponding to the second role, the reference parameters corresponding to the second role are displayed in the graphical user interface.

9. The method according to claim 8, characterized in that, The more times the gain is applied, the greater the difference between the reference parameter and the initial value.

10. The method according to claim 4, characterized in that, The step of displaying the baseline parameters corresponding to the second role in the graphical user interface includes: After determining that the parameter display conditions are met, the first character has obtained a gain based on the comparison parameters and the benchmark parameters, and the number of gain acquisitions is obtained. In response to the gain count being less than a preset threshold, the baseline parameters corresponding to the second role are displayed on the graphical user interface.

11. The method according to claim 10, characterized in that, The number of times threshold is determined based on the role level of the second role.

12. The method according to claim 4, characterized in that, After the step of displaying the baseline parameters corresponding to the second role in the graphical user interface, the method further includes: Obtain the parameter attributes corresponding to the baseline parameters, and the character attributes of the first character; wherein, the character attributes include: the faction attributes of the faction to which the first character belongs and / or the skill attributes corresponding to the target behavior of the first character; The baseline parameters are adjusted based on the parameter attributes and the role attributes.

13. The method according to claim 12, characterized in that, The step of adjusting the baseline parameter based on the parameter attribute and the role attribute includes: determining that the parameter attribute and the role attribute are the same, and then reducing the baseline parameter.

14. The method according to claim 13, characterized in that, Before the step of obtaining the parameter attributes corresponding to the benchmark parameter, the method further includes: After the second character releases the specified skill, the preset parameter display conditions are met, and the parameter attributes corresponding to the baseline parameters are determined based on the skill attributes of the specified skill. Alternatively, after determining that the second character is subjected to a specified attack, the preset parameter display conditions are met, and the parameter attributes corresponding to the baseline parameters are determined based on the attack attributes of the specified attack.

15. The method according to claim 2, characterized in that, The method further includes: In response to the state of the parameter display condition being met lasting for a first duration, the state of the parameter display condition being met lasting for a specified number of rounds, and the state of the first character attacking the second character based on the comparison parameter reaching a specified number of attacks after the parameter display condition is met, the state of the parameter display condition being met is controlled to end.

16. The method according to claim 1, characterized in that, The graphical user interface provides skill controls for at least one alternative skill of the first character; prior to the step of controlling the first character to execute the target behavior in response to a release command for the target behavior of the first character and generating comparison parameters corresponding to the benchmark parameters, the method further includes: In response to the skill selection instruction for the candidate skills, the selected candidate skill is identified as the target behavior; A parameter generation identifier is associated with the skill control of the target behavior; wherein the parameter generation identifier is used to indicate that when the skill control of the target behavior generates a release command for the target behavior, a comparison parameter is generated.

17. The method according to claim 16, characterized in that, The step of generating an identifier for display parameters associated with the skill control of the target behavior includes: In response to the identifier setting instruction, preset game resources are consumed to set parameters for the skill control of the target behavior and generate an identifier.

18. The method according to claim 17, characterized in that, The step of generating an identifier by consuming preset game resources in response to an identifier setting instruction, and setting parameters for the skill control of the target behavior, includes: In response to the flag setting command, it consumes the preset game resources; Determine the number of parameter generation models, and based on the number of models, set parameter generation identifiers for the skill controls of the target behavior; The parameter generation model provides multiple alternative parameters. After the target behavior release command is generated, the comparison parameter is determined based on the alternative parameters provided by the parameter generation model.

19. The method according to claim 18, characterized in that, The parameter generation model has a preset maximum number; the determined number of models is not greater than the maximum number; the maximum number is determined based on the character attributes or character status of the first character.

20. The method according to claim 18, characterized in that, The step of determining the number of models in the parameter generation model includes: determining the number of models in the parameter generation model based on the consumption of the game resources.

21. The method according to claim 1, characterized in that, The steps of controlling the first character to execute the target behavior in response to a release command for the first character, and generating comparison parameters corresponding to the benchmark parameters, include: In response to a release command for the target behavior of the first character, control the first character to execute the target behavior and determine the target parameter from the alternative parameters provided by the parameter generation model; Based on the target parameters, comparison parameters corresponding to the benchmark parameters are generated.

22. The method according to claim 21, characterized in that, The parameter generation model includes multiple models; the step of generating comparison parameters corresponding to the benchmark parameters based on the target parameters includes: The sum of the target parameters corresponding to the multiple parameter generation models is determined as the comparison parameter corresponding to the benchmark parameter.

23. The method according to claim 21, characterized in that, Before the step of generating the comparison parameters corresponding to the benchmark parameters based on the target parameters, the method further includes: In response to a parameter update command, at least one of the target parameters is updated by consuming preset game resources.

24. The method according to claim 1, characterized in that, The method further includes: In response to a release command for a first action of the first character, the first character is controlled to execute the first action; wherein executing the first action does not consume game resources and does not generate the comparison parameters.

25. The method according to claim 24, characterized in that, After controlling the first role to perform the first action, the method further includes: canceling the display of the baseline parameters.

26. The method according to claim 1, characterized in that, The step of gaining the first role based on the comparison parameter and the reference parameter includes: determining that the comparison parameter is greater than or equal to the reference parameter, and then gaining the first role.

27. The method according to claim 1, characterized in that, The step of displaying the baseline parameters corresponding to the second character in the graphical user interface includes: in response to the game entering the action round of the first character, displaying the baseline parameters corresponding to the second character in the graphical user interface; The step of providing a buff to the first character includes: controlling the game to re-enter the first character's turn.

28. The method according to claim 1, characterized in that, The step of applying a boost to the first character includes at least one of the following: Control the first character to perform the target behavior again; Increase the specified attribute value of the first character; After releasing the target skill corresponding to the target behavior, cancel the cooldown of the target skill.

29. The method according to claim 1, characterized in that, The step of reducing the first role based on the comparison parameter and the benchmark parameter includes: determining that the comparison parameter is less than the benchmark parameter, reducing the first role, and / or increasing the second role.

30. The method according to claim 1, characterized in that, The steps of controlling the first character to perform the target behavior include: Based on the parameter combination of at least one parameter in the comparison parameters provided by the target parameter generation model, the release quantity of the target behavior is determined. Control the first character to release the target behavior corresponding to the number of releases.

31. The method according to claim 30, characterized in that, The step of determining the number of releases of a target behavior based on a parameter combination of at least one parameter generation model provided by the comparison parameters includes: determining that the target parameters provided by at least one parameter generation model include a specified parameter combination, and determining that there are multiple target behaviors; The step of controlling the first character to release the target behavior corresponding to the number of releases includes: controlling the first character to continuously release multiple target behaviors.

32. The method according to claim 1, characterized in that, After the step of controlling the first character to perform the target behavior, the method further includes: Based on the comparison parameters, the damage parameters of the target behavior to the second character are determined.

33. The method according to claim 32, characterized in that, The step of determining the damage parameters of the target behavior to the second character based on the comparison parameters includes: Determine the damage type corresponding to the target parameter provided by the model among the comparison parameters; Damage is inflicted on the second character according to the damage type and the target parameters corresponding to the damage type.

34. The method according to claim 1, characterized in that, After the step of controlling the first character to perform the target behavior, the method further includes: Based on the comparison parameters, at least one parameter generates the target parameters provided by the model, and the damage parameters of the target behavior to the second character are determined. Damage is dealt to the second character according to the damage parameters.

35. The method according to claim 34, characterized in that, The step of determining the damage parameters of the target behavior to the second character based on the target parameters provided by the model, using at least one of the comparison parameters, includes: In determining the comparison parameters, at least one of the target parameters provided by the parameter generation model includes a specified parameter, thereby increasing the damage parameter of the target behavior to the second character.

36. An interactive control device for a game, characterized in that, Provide a graphical user interface through terminal devices; The graphical user interface includes a first character and a second character participating in the current game match; The first character is controlled via the terminal device; the device includes: The parameter display module is used to display the baseline parameters corresponding to the second role in the graphical user interface; A parameter generation model is used to control the first character to execute the target behavior in response to a release command for the target behavior of the first character, and to generate comparison parameters corresponding to the baseline parameters. The skill release module is used to apply buffs or debuffs to the first character based on the comparison parameters and the benchmark parameters.

37. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-35.

38. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-35.