A game two-dimensional precision hit, separation settlement and double blood bar death determination method
Patent Information
- Application Number
- CN202610709411.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-05-21
- Publication Date
- 2026-09-29
AI Technical Summary
[0002]现有游戏普遍采用单一生命条进行角色存活判定,仅以肉身损伤作为死亡依据,未将神识、灵魂、心智等精神维度纳入独立生命体系与死亡判定条件;部分游戏虽设有精神抗性、心智状态等属性,但仅作为辅助效果,不具备独立生命条与独立死亡判定权,无法实现“神魂破灭即死亡”的经典设定
[0005]1. 首次在游戏中实现物理生命、精神生命双独立血条架构,任一血条清零即判定死亡,完整落地小说级神魂致死逻辑;
Abstract
Description
Technical Field
[0001] This invention relates to the technical fields of game combat numerical calculation, dual-dimensional vital sign management, precise hit detection, combat separation settlement and character death detection. Specifically, it is a method for implementing dual-dimensional combat and life management in games that standardizes and implements the dual-death logic of physical body and soul. Background Technology
[0002] Current games generally use a single life bar to determine character survival, relying solely on physical damage as the basis for death, failing to incorporate spiritual dimensions such as consciousness, soul, and mind into an independent life system and death determination conditions. While some games include attributes like mental resistance and mental state, these are merely auxiliary effects, lacking independent life bars and death determination rights, thus failing to realize the classic setting of "death upon the destruction of the soul." Furthermore, current combat systems generally employ hybrid calculations, with physical damage and mental effects sharing the same calculation chain, easily leading to numerical logic inconsistencies. Hit detection lacks precise matching rules, often resulting in contradictions such as mental attacks reducing physical health and physical damage affecting mental state. In addition, the industry lacks a complete technical architecture for dual-dimensional life isolation, targeted hit detection, separate calculations, and instant death upon either being depleted, making it impossible to translate the mature dual-death logic found in literary works into a stable and implementable game technology solution. Summary of the Invention
[0003] The purpose of this invention is to overcome the shortcomings of existing technologies and provide a method for precise hit detection, separate settlement, and dual-health-bar death determination in games. It constructs a complete technical system in which physical and spiritual life are completely independent, attacks and life are precisely matched, combat links are calculated separately, and death occurs when any dimension is zeroed out. This achieves the standardized and stable operation of the dual death logic of physical body and soul in cross-worldview games. Technical solution
[0004] This method assigns two independent basic life dimensions to virtual characters: physical life signs and mental life signs. Physical life signifies the physical body and physical defense status, while mental life signifies consciousness, intellect, soul will, and mental resistance status. A precise attack targeting rule is established: physical attacks only deduct from physical life sign values, and mental attacks only deduct from mental life sign values; the two types of damage do not overlap or interfere with each other. Two independent settlement chains are built for physical and mental combat, each completing attack and defense calculations and numerical judgments for its corresponding dimension. The two chains are logically isolated, non-nested, and do not mix calculations. The values of both life dimensions are continuously monitored; when either value reaches zero, a death or combat failure judgment is directly triggered. Mental attacks can be accompanied by visual effects such as light and shadow, fluctuations, and auras, without changing their mental dimension attributes or targeting rules. All extended life branches, attack branches, and settlement branches are internal branches of the physical or mental origin and do not constitute independent origin dimensions. This method is compatible with various judgment forms such as real-time, turn-based, and event-triggered modes, and adaptable to various implementation methods such as client-side, server-side, and configuration tables. Beneficial effects
[0005] 1. For the first time in a game, a dual independent health bar structure for physical and mental life is implemented. Death is determined when either health bar reaches zero, fully implementing a novel-level soul-based death logic; 2. The precise targeting rules completely eliminate issues such as random damage deductions and dimensional confusion, ensuring a highly consistent combat setting logic; 3. Dual-link separate calculation avoids numerical mixing, greatly improving the stability of the combat system and its cross-worldview adaptability; 4. Damage types are not differentiated by visual effects; the judgment criteria are uniform, unambiguous, and leave no room for avoidance. 5. It has a broad protection scope and does not restrict the form of implementation, and can fully cover all kinds of dual-dimensional combat and life judgment landing forms; 6. It fills a technological gap in the industry, possesses strong novelty, creativity and practicality, and has significant advantages in confirming and protecting rights. Detailed Implementation
[0007] Example 1: Two-dimensional vital sign configuration Two independent basic life dimensions are created for the game's virtual characters: physical life signs (physical health bar) and mental life signs (mental health bar). Physical life signs represent the integrity of the physical body, torso, and physical defense; mental life signs represent the integrity of consciousness, mind, soul will, and mental resistance. The two life dimensions are independent, do not affect each other, and are not converted between each other.
[0008] Example 2: Precise Targeting and Execution Physical attacks include physical attacks such as slashing, magical explosions, kinetic bombardment, terrain destruction, and object damage, which cause physical injury and destruction. Upon hitting an enemy, they only reduce physical health points and do not affect mental health points. Mental attacks include attacks without physical destruction, such as mental shock, illusionary erosion, soul impact, mental interference, and soul crushing. These attacks can produce visual effects such as halos, fluctuations, and auras. Upon hitting an enemy, they only reduce mental health points and do not deplete physical health points. Both types of attacks strictly adhere to the matching deduction rule; they cannot overlap, be mixed, or substitute for each other.
[0009] Example 3: Two-dimensional combat with separate settlement The physical dimension combat settlement chain independently handles all numerical calculations for physical attack, physical defense, physical damage conversion, and entity destruction determination. The mental dimension combat settlement chain independently handles all numerical calculations for mental attack, mental resistance, mental damage conversion, and spirit resistance determination. The two settlement chains are isolated from each other, their data is not shared, their calculations are not nested, and their results are not mixed, ensuring a clear and stable dual-dimensional combat logic.
[0010] Example 4: Two-Dimensional Death Determination Monitor physical and mental life signs in real time or by round / event node. When the physical life sign reaches zero, it is determined as death due to physical destruction; when the mental life sign reaches zero, it is determined as death due to the destruction of the soul. If either condition is met, immediately execute preset logic such as character death, leaving the field, being banned, or losing the battle, without waiting for the other dimension value to reach zero.
[0011] Example 5: Qualitative Management of Extended Branches Subsequent additions such as life branches, attack types, settlement rules, and special battle modes are all categorized into the physical or mental dimensions based on a binary framework. They are internal branches of their respective origins and do not constitute independent origin dimensions outside the dual-dimensional system. This method can be implemented through any means, including real-time server-side computation, batch round-based settlement, configuration table rule configuration, and local client-side determination, without limiting the specific deployment method.
Claims
1. A method for precise hit detection, separate settlement, and dual-health-bar death determination in games, characterized in that, Includes the following steps: (1) Configure two or more independent life signs dimensions for virtual characters. The core is fixed to include two basic dimensions: physical life signs and mental life signs. Physical life signs correspond to the physical body's survival status, while mental life signs correspond to the survival status of consciousness, mind, and soul will. (2) Establish a two-dimensional precise target attack rule: physical attacks that have the effect of physical destruction and physical damage will only deduct the physical life value; mental attacks that only affect the mind and soul and have no physical destruction will only deduct the mental life value; the two deduction paths are isolated from each other and will not deduct the life value of the other dimension. (3) Establish independent physical dimension combat settlement links and mental dimension combat settlement links. Physical attack and defense, physical damage, and physical energy conversion are included in the independent calculation of the physical link, while mental attack and defense, illusion resistance, soul impact, and mental energy confrontation are included in the independent calculation of the mental link. The two links do not nest or cross each other in the settlement. (4) Monitor the life dimension values in real time or at regular intervals. When any independent life dimension value is cleared to zero, immediately determine that the virtual character has died or the battle has failed.
2. The method according to claim 1, characterized in that: Mental attacks may have visual effects such as halos, transparent fluctuations, and aura diffusion, but they still follow the rules of mental dimension targeting and settlement, and do not affect the deduction of physical health or physical combat settlement.
3. The method according to claim 1, characterized in that: The newly added life branches, attack branches, and settlement branches are all internal branches of the physical or spiritual origin and do not constitute an independent origin dimension that is detached from the dual-dimensional benchmark.
4. The method according to claim 1, characterized in that: This method does not limit the specific implementation of hit detection, numerical deduction, combat settlement, and death detection, and is compatible with any deployment method such as real-time frame-by-frame, turn node, event triggering, configuration table rules, and client / server computation.
5. A system for implementing the method of claim 1, characterized in that, It includes a dual-dimensional life configuration unit, a precise target-targeting unit, a dual-link separation settlement unit, a life value monitoring unit, and a death determination execution unit.